ReadonlynameStable diagnostic pass name.
ReadonlypipelineFixed material state for the fullscreen triangle.
ReadonlyshaderShader compiled through the shared GLSL-to-backend pipeline.
ReadonlyuniformUniform buffers in reflected block order.
Apply optional dynamic state; the framework emits the prepared triangle afterward.
Declare sampled inputs and raster attachments.
Draws a
gl_VertexIDfullscreen triangle with graph textures resolved during prepare.The vertex shader must declare no vertex attributes. GLSL samplers and registered std140 blocks are matched to the fixed arrays captured by this pass instance. Color inputs use the shared linear sampler; ordinary depth inputs are specialized to numeric depth and use the shared non-filtering sampler on both rendering backends.