---
url: /api/passes/rawRenderPass/functions/rawRenderPass.md
---
# rawRenderPass()

```ts
function rawRenderPass<U extends UniformValues>(params: {
  gl?: WebGL2RenderingContext;
  target?: RenderTarget | null;
  fragment: string;
  vertex: string;
  attributes?: Record<string, Attribute>;
  uniforms?: U;
  blending?: "none" | "normal" | "additive";
  depthTest?: boolean;
  drawMode?:
    | "POINTS"
    | "LINES"
    | "LINE_STRIP"
    | "LINE_LOOP"
    | "TRIANGLES"
    | "TRIANGLE_STRIP"
    | "TRIANGLE_FAN";
  transformFeedbackVaryings?: string[];
  resolutionScale?: number;
}): RawRenderPass<U>;
```

Creates a low-level rendering pass for concrete uniform values.

This is the core primitive for rendering anything to the screen or a texture.
It handles program creation, concrete uniform management, attribute setup,
render-target selection, state configuration, and resizing.

This pass deliberately does not evaluate uniform functions or promises. Use
`renderPass()` for managed uniform sources.

## Type Parameters

### U

`U` *extends* [`UniformValues`](../../../types/types/type-aliases/UniformValues.md)

## Parameters

### params

Configuration for the render pass.

#### gl?

`WebGL2RenderingContext`

Optional WebGL2 context used to initialize the pass immediately.

Passes without a context are initialized by calling `pass.initialize(gl)` or using the compositor.
Calling `initialize()` multiple times with the same context is a no-op.

#### target?

| [`RenderTarget`](../../../core/renderTarget/type-aliases/RenderTarget.md)
| `null` = `null`

Optional initial render target for the pass.
If not provided, it will render directly to the canvas or can be set later.

#### fragment

`string`

Fragment shader source code.

#### vertex

`string`

Vertex shader source code.

#### attributes?

`Record`<`string`, [`Attribute`](../../../types/types/interfaces/Attribute.md)> = `{}`

Mapping of attribute names to their data and configuration.

#### uniforms?

`U` = `...`

Initial concrete uniform values. Functions and promises are resolved by higher-level APIs
such as `renderPass()` before rendering.

#### blending?

`"none"` | `"normal"` | `"additive"` = `"none"`

Blending mode to use for this pass.

**Default**

```ts
"none";
```

#### depthTest?

`boolean` = `false`

Whether to enable depth testing.

**Default**

```ts
false;
```

#### drawMode?

| `"POINTS"`
| `"LINES"`
| `"LINE_STRIP"`
| `"LINE_LOOP"`
| `"TRIANGLES"`
| `"TRIANGLE_STRIP"`
| `"TRIANGLE_FAN"`

WebGL draw mode.

**Default**

"POINTS" if `gl_PointSize` is found in the vertex shader, otherwise "TRIANGLES".

#### transformFeedbackVaryings?

`string`\[]

Array of varying names for Transform Feedback.

#### resolutionScale?

`number` = `1`

Scaling factor applied to the resolution when the pass is resized.

**Default**

```ts
1;
```

## Returns

[`RawRenderPass`](../type-aliases/RawRenderPass.md)<`U`>
