ReadonlymaterialFixed material state for the fullscreen triangle.
ReadonlynameStable diagnostic pass name.
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. Input formats must support filterable sampling because the shared fullscreen path uses one fixed linear sampler.