Here's the code I'm working with:
renderTargetParametersRGBA = {
minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,stencilBuffer: true
};
colorTarget = new THREE.WebGLRenderTarget(
SCALE * SCREEN_WIDTH, SCALE * SCREEN_HEIGHT, renderTargetParametersRGBA
);
composer = new THREE.EffectComposer(
renderer,colorTarget
);
var renderScene = new THREE.RenderPass(scene,camera);
var effect2 = new THREE.ShaderPass(THREE.ShaderExtras[ "shader1" ]);
composer.addPass(renderScene);
composer.addPass(effect2);
While setting the alpha channel in renderScene, I noticed that the alpha channel value is not the same in shader1. It seems like the alpha channel might be getting altered. Any idea what could be causing this issue?
Appreciate any help, thank you