The same idea on WebGPU: pass, bloom, RenderPipeline
The output depends on the browser. With WebGPU it logs backend: WebGPU. Without, it warns THREE.WebGPURenderer: WebGPU is not available, running under WebGL2 backend. and logs backend: WebGL 2 (fallback). Both then log ... applied by the pipeline itself: true | scene pass samples: 4.
Post-processing draws the scene into a picture, then changes the picture with a chain of passes. On WebGL that is EffectComposer, and the chain must end with OutputPass once. On WebGPU a node pipeline does the same.
Change the code and press Run (Ctrl+Enter). Predict what will happen first, then break it on purpose and read what changes. Your edits are saved and match the lesson page.
Ready for more? This phase has 4 hands-on exercises with automatic checks.
Practice questions
Write the code in the editor, run it, then open the model answer to compare.
List the passes, in order, for a chain with an outline, bloom and FXAA.
Write a function createChain(renderer, scene, camera) that returns a plain renderer call when the GPU cannot draw into half-float targets.
Explain it without notes
Why must OutputPass come before FXAA, and why only once?
A teammate adds bloom to a page and the colours look washed out. List three things to check.
Console
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