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Research: XR Support #677

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@vanruesc

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@vanruesc

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Related: #676 #452

This is a research ticket for gathering information on how to implement XR support in postprocessing.

The rendering workflow in v7 consists of using a RenderPipeline that uses a WebGLRenderer/WebGPURenderer to render individual passes. Three's WebXR support requires the use of WebGLRenderer.setAnimationLoop and it uses a special XR camera for the active XR session. So some parts definitely need to be changed but the actual scope of the changes needs to be specified before VR can be implemented.

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