Shader Resource View analogous in threejs - three.js

Is there any equivalent method for Shader Resource View in Threejs,
When I searched on net I found that the equivalent for Shader Resource View in OpenGL is Texture View (glTextureView), But Couldn't find anything in threejs

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How to add PixiJS filters to three.js via Effect Composer?

Three.js has good set of Effectcomposers post processing and via shaderpass we can add any GLSL shader. But PixiJS has even great list of filters. Is there some direct way to copy these filters as GLSL code to shaderpass of three.js. Unfortunately these filters are embed deep with uniforms and there appears no simple way to copy these filters in three.js

Threejs object with multiple material doesn't work with RayCasting

I have created a 3d object using blender and exported it as .obj file.
I am trying to load that .obj file using OBJloader in threejs. That is a single object with multiple material in it. It is loaded without any issues.
I am trying to track which material the user has clicked in a 3d object. I am using raycasting for this. Since raycasting works only at object level, I am not able to get which specific material user has clicked.
Starting with three.js R101, you can evaluate intersection.face.materialIndex and then retrieve the correct material from your materials array. This was actually a missing feature in previous three.js revisions.

Render scene onto custom mesh with three.js

After messing around with this demo of Three.js rendering a scene to a texture, I successfully replicated the essence of it in my project: amidst my main scene, there's a now sphere and a secondary scene is drawn on it via a THREE.WebGLRenderTarget buffer.
I don't really need a sphere, though, and that's where I've hit a huge brick wall. When trying to map the buffer onto my simple custom mesh, I get an infinite stream of the following errors:
three.js:23444 WebGL: INVALID_VALUE: pixelStorei: invalid parameter for alignment
three.js:23557 Uncaught TypeError: Cannot read property 'width' of undefined
My geometry, approximating an annular shape, is created using this code. I've successfully UV-mapped a canvas onto it by passing {map: new THREE.Texture(canvas)} into the material options, but if I use {map: myWebGLRenderTarget} I get the errors above.
A cursory look through the call stack makes it look like three.js is assuming the presence of the texture.image attribute on myWebGLRenderTarget and attempting to call clampToMaxSize on it.
Is this a bug in three.js or am I simply doing something wrong? Since I only need flat rendering (with MeshBasicMaterial), one of the first thing I did when adapting the render-to-texture demo above was remove all trace of the shaders, and it worked great with just the sphere. Do I need those shaders back in order to use UV mapping and a custom mesh?
For what its worth, I was needlessly setting needsUpdate = true on my texture. (The handling of needsUpdate apparently assumes the presence of a <canvas> that the texture is based on.)

ThreeJs and Blender model without texture

I'm new to both Blender and ThreeJs and searched a lot before asking. I created a model with Blender and esported it as .dae so I can load it in the html canvas. The problem is that only the model is loaded and not the textures. I'm doing something wrong or it's the loader that somehow causes the problem?
Here is the sample:
http://provasitimek.herobo.com/firstImport2.html
and the code:
https://github.com/MarcinKwiatkowski1988/learningThreeJs/tree/master/ThreeJs_and_blender
PS. the blender version is 2.70 (so maybe the problem lays here?)
PS2: So, after many attempts, these are my conclusions:
to get the color of the object, you have to choose the Blender renderer and not Cycles renderer
the export to the file .dae is not realy significant, should working with all options (or at least I didn't find any differences between files exported with different options)
if you use Blender renderer and any basic materials (Basic, Lambert, Phong) you get only the color on the object rendered in threeJs: so, for example, if you apply a trasparency to you object on blender, you will not see it on the rendered object on threeJs
with my current level (i just started to learn threeJs and blender 2 weeks ago) this is as far as I can help. Hope someone with higher skills like #mrdoob would figure out what the problem is
THREE.js does not pair models and textures until you actually make a mesh. Export The model and texture separately, load them separately and call
new THREE.Mesh(blenderGeometry,blenderTexure)

Flat shading OpenGL using Three.js

I am trying to simulate the OpenGL flat shading model using Three.js. My idea is creating an example like http://en.wikipedia.org/wiki/File:Phong-shading-sample.jpg. I was trying to change some different shading models but I cannot obtain the desired result.
Is it possible to create this scene in three.js?
Thanks in advance
Materials e.g. the MeshBasicMaterial have an option called "shading". It can be set to THREE.None, THREE.FlatShading, THREE.SmoothShading.
I am not sure if you need a light source in the first place or wether you have to enable shading for a the whole scene. Look at the demos at the Three.js website for something with shading.

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