*Inheritance: Pass →* # TexturePass This pass can be used to render a texture over the entire screen. ## Code Example ```js const texture = new THREE.TextureLoader().load( 'textures/2294472375_24a3b8ef46_o.jpg' ); texture.colorSpace = THREE.SRGBColorSpace; const texturePass = new TexturePass( texture ); composer.addPass( texturePass ); ``` ## Import TexturePass is an addon, and must be imported explicitly, see [Installation#Addons](https://threejs.org/manual/#en/installation). ```js import { TexturePass } from 'three/addons/postprocessing/TexturePass.js'; ``` ## Constructor ### new TexturePass( map : Texture, opacity : number ) Constructs a new texture pass. **map** The texture to render. **opacity** The opacity. Default is `1`. ## Properties ### .map : Texture The texture to render. ### .material : ShaderMaterial The pass material. ### .needsSwap : boolean Overwritten to disable the swap. Default is `false`. **Overrides:** [Pass#needsSwap](Pass.html#needsSwap) ### .opacity : number The opacity. Default is `1`. ### .uniforms : Object The pass uniforms. ## Methods ### .dispose() Frees the GPU-related resources allocated by this instance. Call this method whenever the pass is no longer used in your app. **Overrides:** [Pass#dispose](Pass.html#dispose) ### .render( renderer : WebGLRenderer, writeBuffer : WebGLRenderTarget, readBuffer : WebGLRenderTarget, deltaTime : number, maskActive : boolean ) Performs the texture pass. **renderer** The renderer. **writeBuffer** The write buffer. This buffer is intended as the rendering destination for the pass. **readBuffer** The read buffer. The pass can access the result from the previous pass from this buffer. **deltaTime** The delta time in seconds. **maskActive** Whether masking is active or not. **Overrides:** [Pass#render](Pass.html#render) ## Source [examples/jsm/postprocessing/TexturePass.js](https://github.com/mrdoob/three.js/blob/master/examples/jsm/postprocessing/TexturePass.js)