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Reduced-resolution offscreen pass for the frame's Gaussian-splat tiles. Splat rendering is blended-fill-rate bound — the same splats at half resolution cost ~4x less fragment work — so all DrawableTileGaussians of one layer render back-to-front into a renderScale-sized offscreen target and composite over the scene as a single premultiplied full-screen quad.

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Colour-pass drawable for one 3D Tiles Gaussian-splat tile. Holds references to the tile's per-attribute GPU buffers (centres / scales / rotations / rgba) + a static back-to-front index buffer computed once at upload time, and dispatches a single glDrawElements(GL_POINTS) per tile.

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Color-pass drawable for one mesh tile. Pool-recycled. ShadowCaster + SightlineOccluder gate on shadowMode.castsShadows. The sightline visibility tint is applied per-fragment by Ogc3dTilesProgram's embedded SightlineReceiverGlsl splice; the SURFACE-grouped sightline overlay only tints terrain.

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Color-pass drawable for one 3D Tiles point cloud tile. Holds a reference to the pre-uploaded PointCloudContent, the tile-to-world transform, and per-frame state for the shadow + sightline receiver paths. Pool-recycled.