ReadonlynameHuman-readable identifier used in graph node labels and error messages.
StaticcreateInsert 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.
Volumetric cloud pass for spherical planets.
Ray-marches a thin spherical shell between (planetRadius + cloudBaseAlt) and (planetRadius + cloudTopAlt), centered on the world origin. Always renders in overlay mode (premultiplied alpha blend), so it composites over an existing HDR target — typically the deferred lighting output. The atmosphere/sky pass supplies the sky behind the clouds; this pass only emits the cloud volume.
Step count is adaptive: short straight-up rays get the minimum, long grazing-angle spans get more, capped to 64 to keep the frame bounded.