build/postprocessing.esm.js
/**
	 * Performs initialization tasks.
	 *
	 * @param {WebGLRenderer} renderer - The renderer.
	 * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
	 * @param {Number} frameBufferType - The type of the main frame buffers.
	 */
Performs initialization tasks.
@param {WebGLRenderer} renderer - The renderer.
@param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
@param {Number} frameBufferType - The type of the main frame buffers.
Performs initialization tasks . @param { WebGLRenderer } renderer - The renderer . @param { Boolean } alpha - Whether the renderer uses the alpha channel or not . @param { Number } frameBufferType - The type of the main frame buffers .
initialize(renderer, alpha, frameBufferType) {
		this.blurPass.initialize(renderer, alpha, UnsignedByteType);
		if(frameBufferType !== undefined) {
			this.depthPass.initialize(renderer, alpha, frameBufferType);
			this.maskPass.initialize(renderer, alpha, frameBufferType);
			this.outlinePass.initialize(renderer, alpha, frameBufferType);
		}
	}
initialize ( renderer , alpha , frameBufferType ) { this . blurPass . initialize ( renderer , alpha , UnsignedByteType ) ; if ( frameBufferType !== undefined ) { this . depthPass . initialize ( renderer , alpha , frameBufferType ) ; this . maskPass . initialize ( renderer , alpha , frameBufferType ) ; this . outlinePass . initialize ( renderer , alpha , frameBufferType ) ; } }
Performs initialization tasks.
Performs initialization tasks .
// No need for high precision: the blur pass operates on a mask texture. // These passes ignore the buffer type.