           $("#testOverlay2").addClass("hide")
       else
         $("#testOverlay2").addClass("hide")
-      #necessary hack
+        
+      #necessary hack for effectomposer
       THREE.EffectComposer.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 )
       THREE.EffectComposer.quad = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), null )
       THREE.EffectComposer.scene = new THREE.Scene()

      vignettePass.uniforms["offset"].value = 0.4;
      vignettePass.uniforms["darkness"].value = 5;
      
      @depthExtractPass = new THREE.ShaderPass(Shaders.depthExtractShader)
       
      
      @composer = new THREE.EffectComposer( @renderer )

      #@composer.addPass(@depthExtractPass)
      #generate normal texture
      #@composer.addPass(normalPass)
      @composer.addPass(@fxAAPass)
      @composer.addPass(vignettePass)
      #make sure the last in line renders to screen
      @composer.passes[@composer.passes.length-1].renderToScreen = true
      
      #steps:
      #render default to @colorTarget
      #render depth
      #render normal
      
      #final composer
      ### 
      finalComposer = new THREE.EffectComposer( renderer, renderTarget );

      #prepare the final render passes
      renderModel = new THREE.RenderPass( scene, camera );
      finalComposer.addPass( renderModel );
      
      effectBlend = new THREE.ShaderPass( THREE.AdditiveBlendShader, "tDiffuse1" )
      effectBlend.uniforms[ 'tDiffuse2' ].value = composer2.renderTarget2
      finalComposer.addPass( effectBlend )
      ###

      
    setupView:(val)=>
