namespace AcDream.App.Rendering.Wb;
///
/// Phase A8 (2026-05-28): WB's RenderPass enum, extracted verbatim from
/// references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/RenderPass.cs:1-22.
///
/// Renamed to WbRenderPass to keep the WB-faithful name distinct
/// from any future acdream-side RenderPass with different semantics.
/// Consumed by and matches the
/// uRenderPass uniform in the modern mesh shaders.
///
public enum WbRenderPass
{
///
/// The opaque pass. Only non-transparent objects are rendered.
///
Opaque = 0,
///
/// The transparent pass. Only transparent objects are rendered,
/// usually after the opaque pass.
///
Transparent = 1,
///
/// A single-pass render that includes both opaque and (sometimes)
/// transparent objects, or for special cases like skyboxes and
/// certain UI elements.
///
SinglePass = 2,
}