handling effects overall is a pain in the ass, perhaps one of the worst aspects that you need to stomach when getting into webgl. this will hopefully make effects accessible to everyone.
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PS we chose https://github.com/vanruesc/postprocessing … over three/effectcomposer bc it "automatically organizes & merges any given combination of effects. This minimizes the amount of render ops and makes it possible to combine many effects without the perf penalties of traditional pass chaining."
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Great work, that you so much for all of it! It was really a pain to make post-processing in three-fiber without getting bad performance
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effects are expensive, this won't be a magic bullet, but postprocessing is a bit faster than effectcomposer indeed. so this is just an abstraction, you wouldn't be faster or slower if you used pp in plain threejs, which you can ofc, this just saves you code and time
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Thank you for making this It will save a lot of time and energy
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!!!!! yessss
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