Your system asks for reduced motion, so VFX-JS draws nothing. Demos on this site show plain HTML.
Type
VFXPass
vfx-js/src/types.ts:37 ↗import type { VFXPass } from "@vfx-js/core";A single render pass in a multipass shader pipeline.
Each pass renders to a named buffer (specified by target), which can be
referenced as a sampler2D uniform in subsequent passes.
The last pass in the array renders to the screen.
Every pass gets resolution = element size and offset = element origin
inside the render target, both in physical pixels.
So uv = (gl_FragCoord.xy - offset) / resolution is element space.
viewport is the render target rect (x, y, w, h) in physical pixels.
With overflow, buffers VFX-JS renders (<target>, backbuffer, and
src after the first pass) cover the whole buffer.
Read them with (uv * resolution + offset - viewport.xy) / viewport.zw.
Note: auto-bind matches only uniform sampler2D <name>; declarations.
isampler2D / usampler2D are not supported yet.
Properties
float
float?: boolean
Use 32-bit floating point render target. (Default: false)
frag
frag: string
Fragment shader code.
glslVersion
glslVersion?: GlslVersion
See GlslVersion.
persistent
persistent?: boolean
Whether the render target should persist across frames.
If enabled, the previous output is available as sampler2D <target>.
size
size?: [number, number]
Render target size in pixels [width, height].
When set, the backbuffer and intermediate buffer are created at this
fixed size instead of the viewport resolution.
This pass uses the whole buffer: resolution = size, offset = 0.
target
target?: string
Name of the buffer to write this pass's output to.
Later passes can reference it as uniform sampler2D <target>;.
If specified, output is written to a named render target.
If omitted on an intermediate pass, auto-assigned as pass0, pass1, etc.
If omitted on the last pass, renders to screen.
uniforms
uniforms?: VFXUniforms
Uniform values to be passed to this pass's shader. Works the same way as element uniforms.
vert
vert?: string
Vertex shader code. If omitted, the default vertex shader is used.