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timefall-new-render-pass

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UpdatedJuly 11, 2026 at 20:23

Add a new render pass or post-process effect to the Timefall engine's Renderer3D — bloom, SSAO, outline, fog, depth prepass, tonemap stage, any fullscreen effect, or any pass that draws the scene into its own buffer. Use this whenever a task adds a shader that runs as part of the 3D frame, inserts work into Renderer3D::EndScene, adds a new framebuffer/render target, or adds renderer tunables that need an editor panel and scene serialization ("add a bloom pass", "SSAO", "post-process effect X", "render the scene into a buffer for Y", "expose a renderer setting in the editor"). Also triggers on the tell-tale bugs of a mis-wired pass — the effect renders but the 2D overlay, entity-ID mouse picking, or gizmos break afterward (unrestored GL state / draw buffers), the effect works until the viewport is resized (missing lazy framebuffer rebuild), or a setting works in the editor but resets on scene save/load (missing serializer entry). Not for 2D batch rendering (Renderer2D), for changing material/BRDF logic inside

Installation

Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.

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