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PostProcessContext3D Type

Context handed to a PostProcess action each frame. The pipeline has already rendered the scene to Source and set the destination render target (a pooled ping-pong RT, or the back-buffer for the last pass). The action binds its own effect, sets model-derived parameters, binds Source to the effect's sampler, and calls Quad.Draw(effect).

Record fields

Record Field Description

Context

Full Usage: Context

Field type: GameContext

Game services — e.g. tryGetService<IAssets> to resolve a compiled effect lazily (defers resolution to first frame, where the device/assets exist).

Field type: GameContext

Depth

Full Usage: Depth

Field type: RenderTarget2D voption

Camera-POV depth (NDC z in [0,1], R32F target). Populated only when the view emitted at least one Command3D.PostProcessWithDepth action this frame; otherwise ValueOption. Linearize with the camera's near/far planes to get view-space distance (fog, depth-of-field, SSAO).

Field type: RenderTarget2D voption

Device

Full Usage: Device

Field type: GraphicsDevice

The graphics device — needed to apply an Effect and bind textures.

Field type: GraphicsDevice

Height

Full Usage: Height

Field type: int
Field type: int

Quad

Full Usage: Quad

Field type: FullScreenQuad

Fullscreen quad primitive; call Draw(effect) once the effect is applied.

Field type: FullScreenQuad

Source

Full Usage: Source

Field type: RenderTarget2D

Current ping-pong source (the scene RT on the first pass).

Field type: RenderTarget2D

Time

Full Usage: Time

Field type: float32

Accumulated frame time in seconds, for animated effects.

Field type: float32

Width

Full Usage: Width

Field type: int
Field type: int

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