Selective Bloom without rendering twice / using layers?

i want to pass an array of objects to bloom pass just like in the SSR pass
and
just do composer.render() in the render loop.

is this possible ?

maybe bloomPass can render twice like how SSR pass renders each of its passes (depth,normal,beauty etc)

I have a program where bloom is used in some scenes , composer is used in some scenes and normal renderer in some

& dont want to add a "if case " condition just for the bloom pass

Hi!
Have a look at this post: Selective UnrealBloomPass issues - #12 by looeee

will refer to this ^ thanks

will mark as solution if i get it towork

Note that this still renders exactly as many times as before, it’s just hidden from you behind a cleaner API.

There might be better ways to do this now that multiple render targets has landed (WebGL2 only though).

yeah rendering twice for bloom seems overkill

now that apple has webgl2, its a good time to invest in newer methods for this ,