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, }