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Copy file name to clipboardExpand all lines: manual/content/getting-started.en.md
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@@ -51,7 +51,7 @@ __package.json__
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__src/app.js__
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```js
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```ts
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import { RenderPipeline } from"postprocessing";
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console.log(RenderPipeline);
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```
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Postprocessing extends the common rendering workflow with fullscreen image manipulation tools. The following WebGL attributes should be used for an optimal workflow:
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```js
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```ts
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import { WebGLRenderer } from"three";
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const renderer =newWebGLRenderer({
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stencil: false,
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depth: false
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});
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```
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[RenderPipelines]() are used to group passes. Common setups will only require one pipeline that contains a [ClearPass](), a [GeometryPass]() and one or more [EffectPass]() instances. The latter is used to render fullscreen [Effects](). Please refer to the [three.js manual](https://threejs.org/docs/#manual/en/introduction/Creating-a-scene) for more information on how to setup the renderer, scene and camera.
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Postprocessing uses `UnsignedByteType` sRGB frame buffers to store intermediate results due to good hardware support and resource efficiency. This is a compromise because linear results normally require at least 12 bits per color channel to prevent [color degradation and banding](https://blog.demofox.org/2018/03/10/dont-convert-srgb-u8-to-linear-u8/). With low precision sRGB buffers, colors will be clamped to [0.0, 1.0] and information loss will shift to the darker spectrum which leads to noticable banding in dark scenes. Linear, high precision `HalfFloatType` buffers don't have these issues and are the preferred option for HDR-like workflows on desktop devices. You can enable high precision frame buffers like so:
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