I tried to customize the selectable boomeffect example using two scene.
the first scene is general render, and the second scene is for bloom render.
And I tired to combine two render result in shaderpass like the official example.(three.js examples)
But, I am not sure how to process the depth test in the shader.
Can you provide some advice?
Here is my code sandbox, but I think line #97 should be refine using depth test. BLOOM ADVANCED - JSFiddle - Code Playground
but, I just want to optimize the rendering performance in case of implement the selectable bloomeffects.
for the selectable bloom effects, we had to render non-bloom objects twice, one is regular render for diffuse color, and another is in bloom pass with black color.
but, I want to render all objects only once by using splitted scene. one scene is used for non-bloom objects, and another scene is used for bloom objects. (aka bloom-scene).
in that case, in renderpass of the bloom-scene, we need to test depth value with non-bloom-scene’s rendered depth result.
that is the reason what I want to do depth test in the shaderPass with previous rendered depth buffer texture.