ReadonlynameHuman-readable identifier used in graph node labels and error messages.
StaticcreateWhen true, compiles the TERRAIN variant: a 4-layer albedo texture array (binding 6) + sampler (binding 7), triplanar-blended by height
Bind the 4-layer albedo array (ground/rock/cliff/snow) for the TERRAIN variant, plus an optional matching tangent-space normal-map array for per-layer relief.
Insert the pass into graph for one frame. Implementations call
graph.addPass(name, type, b => { ... }) exactly once and use the
supplied PassBuilder to declare reads, writes, transient
resources, and the execute callback.
Graph being built this frame.
Pass-specific dependency record (handles, scene data, etc.).
Pass-specific output record (typically a set of handles downstream passes will consume).
Release every long-lived GPU resource owned by the pass (pipelines, persistent uniform buffers, samplers, BGLs). Called by the factory or application during teardown. Default implementation is a no-op.
Writes a ClusteredMesh into the ENGINE deferred G-buffer (albedo+roughness, encoded world-normal+metallic, emissive, depth —
loadOp: 'load') by vertex pulling + onedrawIndirectover the cull pass's visible-cluster list. Lets the stockDeferredLightingPasslight clustered geometry unchanged. Theparams/params2/params3targets are left to their cleared defaults (DefaultLit dielectric), so it only attaches the first three color targets.