I've successfully created an antialiasing shader with an FXAA pass using Three.js:
// Set up scene, camera, and renderer
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, 1, 1, 100);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(size, size);
// Handle device pixel ratio
var dpr = 1;
if (window.devicePixelRatio !== undefined) {
dpr = window.devicePixelRatio;
}
// Create render passes for the FXAA effect
var renderScene = new THREE.RenderPass(scene, camera);
var effectFXAA = new THREE.ShaderPass(THREE.FXAAShader);
effectFXAA.uniforms['resolution'].value.set(1 / (size * dpr), 1 / (size * dpr));
effectFXAA.renderToScreen = true;
// Setup composer for post-processing effects
var composer = new THREE.EffectComposer(renderer);
composer.setSize(size * dpr, size * dpr);
composer.addPass(renderScene);
composer.addPass(effectFXAA);
After setting up the rendering pipeline, you can use the composer to render the final image like this:
composer.render();
In addition, I have experience displaying views from multiple cameras in a single scene. You can refer to this example for more details:
// Code snippet for handling multiple viewports and cameras
renderer.setViewport(left, bottom, width, height);
renderer.setScissor(left, bottom, width, height);
renderer.enableScissorTest(true);
renderer.setClearColor(view.background);
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.render(scene, camera);
However, my current challenge lies in combining both techniques. Specifically, I need to integrate the multiple viewport and scissor functionalities within the initial RenderPass creation. Any insights or solutions would be greatly appreciated!
For a more detailed example illustrating the issue, please check out the code here.