ReadonlynameHuman-readable identifier used in graph node labels and error messages.
Halton sample count before the jitter sequence repeats.
Multiplier on the sub-pixel camera jitter amplitude (1 = full ±0.5 px). Lower it to reduce per-frame wobble on sub-pixel geometry at the cost of some anti-aliasing quality; 0 disables jitter entirely.
Current-frame blend weight when the pixel is static (low = heavy history = stable, converged image; kills static shimmer).
Current-frame blend weight once motion saturates. Lower accumulates more history under motion (less shimmer, but more prone to ghosting); higher trusts the current frame (ghost-free, but more shimmer on sub-pixel geometry while moving).
Screen-space speed (px/frame) at which the static→moving blend saturates.
StaticcreatePicks the next Halton-sequence sub-pixel offset, applies it to
ctx.activeCamera (so downstream geometry passes see a jittered VP via
Camera.jitteredViewProjectionMatrix), and uploads the reprojection
uniform (invViewProj + previous-frame viewProj).
Must run BEFORE any geometry-fill pass's updateCamera(ctx) in the same
frame — otherwise those passes will read an un-jittered VP and TAA will
have nothing to converge.
Resets the Halton sample index so the next frame restarts the jitter pattern.
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.
Temporal anti-aliasing pass (render-graph version).
Reprojects the previous frame's history into the current frame and blends with the jittered lit color to converge sub-pixel detail. The history texture is persistent in the graph cache so SSGI and the next frame's TAA can read it.