InternalOptionalflatUnlit pure-colour opaque draw operation. The fragment colour comes straight from the mesh's stored colour — no Lambert / PBR, no SAO, no shadow. Used by the renderer's overlay-bin pass so gizmo handles, HUD chrome, and other "floating UI" content render as solid colour over the lit scene behind them instead of darkening on faces angled away from the lights.
OptionalflatTransparent variant of flatColor — same unlit shader, run in the TRANSPARENT pass so translucent overlay meshes (e.g. the plane handles on a transform gizmo) blend correctly.
OptionalhighlightedDraw operation for rendering highlighted silhouettes.
OptionalhighlightedDraw operation for rendering highlighted silhouette edges.
OptionalopaqueDraw operation for rendering opaque objects.
OptionalopaqueDraw operation for rendering opaque edges.
OptionalopaqueSAODraw operation for rendering opaque objects with SAO (Scalable Ambient Obscurance).
OptionalopaqueSAOShadowDraw operation that renders opaque objects with BOTH SAO and shadow mapping applied in a single pass.
OptionalopaqueDraw operation for rendering opaque objects with directional shadow mapping.
OptionalpickDraw operation for mesh picking (renders mesh IDs to pick buffer).
OptionalpickDraw operation for depth picking (renders screen-space depths).
OptionalselectedDraw operation for rendering selected silhouettes.
OptionalselectedDraw operation for rendering selected silhouette edges.
OptionalshadowDraw operation that renders depth from the shadow-casting light's point of view into the shadow-map FBO.
OptionalsnapEdge-snap draw operation — the geometry's edge-index buffer is
drawn as gl.LINES, view-space position written into the snap FBO
at fragments that survive the init pass's depth test.
OptionalsnapSnap-init draw operation — rasterises triangle surfaces into the snap FBO (depth + view position) so subsequent vertex / edge snap draws z-test against real geometry.
OptionalsnapVertex-snap draw operation — every unique vertex of the geometry
is drawn as a 1-pixel gl.POINTS, view-space position written into
the snap FBO at fragments that survive the init pass's depth test.
OptionalstencilStencil-mask draw operation — used by the section-plane cap pass. Re-rasterises the model with no colour / depth writes, letting RenderManager's stencil-op state stamp a per-pixel count of "model crosses the cap plane here". Iterated twice per cap-enabled plane (front-cull DECR, back-cull INCR); the cap quad reads the resulting stencil mask.
OptionaltransparentDraw operation for rendering transparent objects.
OptionaltransparentDraw operation for rendering transparent edges.
OptionalxrayedDraw operation for rendering x-rayed silhouettes.
OptionalxrayedDraw operation for rendering x-rayed silhouette edges.
Collection of draw operations for all render passes, for a specific primitive type.
Each property represents a DrawOp used to render the given primitive type within a particular pass, such as opaque, transparent, highlighted, selected, x-rayed, edge rendering, and picking.