Currently working on a project involving GPU ping-ponging in Three.js, but encountering an unusual issue. When I try to set the clear color for the renderer, it seems to override the output of the fragment shader responsible for rendering.
Oddly enough, setting the clear color to white results in all pixels turning white, while leaving it at the default black shows correct coloring. I'd prefer to avoid having to draw a plane if possible.
At this point, unsure if this is specific to Three.js or inherent in OpenGL ES2. Even trying to set the clear color directly (render.getContext().clearColor(1.0,1.0,1.0,1.0)) yielded the same outcome.
Any insights or advice would be greatly welcomed!