hello everyone! Why is this hybrid approach ineffective?
const finalPass2 = new ShaderPass(
new THREE.ShaderMaterial({
uniforms: {
baseTexture2: { value: null },
bloomTexture2: { value: finalComposer.renderTarget2.texture }
},
vertexShader: document.getElementById('vertexshader2').textContent,
fragmentShader: document.getElementById('fragmentshader2').textContent,
defines: {}
}), "baseTexture2"
);
renderer.setRenderTarget(target2)
renderer.clear()
renderer.render(scene2, camera)
renderer.setRenderTarget(null)
bloomComposer.render()
finalComposer.render()
finalPass2.render(renderer, null, target2)