ReadonlynameHuman-readable identifier used in graph node labels and error messages.
Seconds since some arbitrary epoch — drives the ripple animation.
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.
Standalone underwater post-process: sinusoidal UV ripple on the HDR sample, a blue cast and a soft radial vignette. Math is shared with the merged CompositePass via the
postfx_underwater.wgslshader module.