A GLSL ES 3.00 fragment shader: your own uniforms and main. The plugin declares the version,
the precisions, uniform sampler2D uSource (the picture so far), in vec2 vUv and
out vec4 fragColor — declaring any of them again is a compile error.
Names the pass for MapEffects.removePass; adding a pass under an id in use replaces it in place.
OptionalplacementDefaults to before-depth-of-field.
OptionaluniformsThe uniform values, or a function returning them, called on every draw. A function that throws skips the pass for that draw, with one warning.
A full-screen GPU pass of your own, run inside the plugin's WebGL chain — a stylisation such as a watercolour or a posterise that the rest of the effects should then work on.