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@@ -1733,6 +1733,7 @@ class Renderer {
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renderContext.activeCubeFace = activeCubeFace;
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renderContext.activeMipmapLevel = activeMipmapLevel;
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renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
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+ renderContext.fullscreenPass = scene.isQuadMesh === true;
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//
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@@ -2503,8 +2504,8 @@ class Renderer {
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* The current number of samples used for multi-sample anti-aliasing (MSAA).
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*
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* When rendering to a custom render target, the number of samples of that render target is used.
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- * If the renderer needs an internal framebuffer target for tone mapping or color space conversion,
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- * the number of samples is set to 0.
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+ * The number of samples is set to 0 when the renderer needs an internal framebuffer target for
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+ * tone mapping or color space conversion, or when rendering a fullscreen quad to screen.
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*
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* @type {number}
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*/
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@@ -2516,7 +2517,7 @@ class Renderer {
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samples = this._renderTarget.samples;
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- } else if ( this.needsFrameBufferTarget ) {
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+ } else if ( this.needsFrameBufferTarget || this._currentRenderContext?.fullscreenPass === true ) {
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samples = 0;
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