ReadonlynameHuman-readable identifier used in graph node labels and error messages.
StaticcreateSupply a 2D weather map (R = coverage factor, G = density factor, both
0..1) sampled by world XZ to spatially author cloudiness — denser banks
here, clear gaps there — instead of the procedural noise. Pass null to
revert to procedural. Tiles with the cloud weatherScale; use a
'float'-sampleable view (rgba8unorm or rgba16float).
Mirror of CloudPass.updateGodrayFogCurve. Set this to the active
GodrayPass.fogCurve (or 0 when godrays are off) so the composite
shader's glow term matches the sky's. Effective on the next
updateLight call.
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).
Force the next frame to discard history and clobber it with current.
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.
High-quality volumetric cloud pass. Half-resolution Beer-Lambert ray-march with multi-scatter octaves and cone-sampled light marching, then a full-res temporal-reprojection upsample that uses each pixel's weighted cloud-hit depth (not the scene depth) to look up history. Outputs are composited over the supplied HDR target with premultiplied alpha.
See [book/chapters/11-post-processing.md] for a full walkthrough.