build/postprocessing.esm.js
/**
	 * Renders the effect.
	 *
	 * @param {WebGLRenderer} renderer - The renderer.
	 * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	 * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	 * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
	 * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	 */
Renders the effect.
@param {WebGLRenderer} renderer - The renderer.
@param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
@param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
@param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
@param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
Renders the effect . @param { WebGLRenderer } renderer - The renderer . @param { WebGLRenderTarget } inputBuffer - A frame buffer that contains the result of the previous pass . @param { WebGLRenderTarget } outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen . @param { Number } [ deltaTime ] - The time between the last frame and the current one in seconds . @param { Boolean } [ stencilTest ] - Indicates whether a stencil mask is active .
render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {
		const material = this.getFullscreenMaterial();
		const time = material.uniforms.time.value + deltaTime;
		if(this.needsUpdate) {
			this.recompile(renderer);
		}
		for(const effect of this.effects) {
			effect.update(renderer, inputBuffer, deltaTime);
		}
		if(!this.skipRendering || this.renderToScreen) {
			material.uniforms.inputBuffer.value = inputBuffer.texture;
			material.uniforms.time.value = (time <= this.maxTime) ? time : this.minTime;
			renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);
			renderer.render(this.scene, this.camera);
		}
	}
render ( renderer , inputBuffer , outputBuffer , deltaTime , stencilTest ) { const material = this . getFullscreenMaterial ( ) ; const time = material . uniforms . time . value + deltaTime ; if ( this . needsUpdate ) { this . recompile ( renderer ) ; } for ( const effect of this . effects ) { effect . update ( renderer , inputBuffer , deltaTime ) ; } if ( ! this . skipRendering || this . renderToScreen ) { material . uniforms . inputBuffer . value = inputBuffer . texture ; material . uniforms . time . value = ( time <= this . maxTime ) ? time : this . minTime ; renderer . setRenderTarget ( this . renderToScreen ? null : outputBuffer ) ; renderer . render ( this . scene , this . camera ) ; } }
Renders the effect.
Renders the effect .