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Screen composite for the reduced-resolution Gaussian-splat pass. Draws one full-screen quad sampling the pass color texture (premultiplied alpha) over the scene; the global GL_ONE, GL_ONE_MINUS_SRC_ALPHA blend state completes the over-compositing, so the result matches direct full-resolution rendering up to the resolution of the offscreen target.

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Colour-pass shader for 3D Tiles Gaussian-splat content. Renders one GL_POINTS per splat with an anisotropic, screen-space-projected covariance footprint and a Gaussian falloff in the fragment — the standard 3DGS "EWA splat" rasterizer pipeline.

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open class Ogc3dTilesPointsProgram(shadowsEnabled: Boolean = false, sightlineEnabled: Boolean = false) : AbstractShaderProgram, ShadowReceiverProgram, SightlineReceiverProgram

Color-pass shader for 3D Tiles point cloud content (.pnts). Renders GL_POINTS with size-attenuated round splats: each point's gl_PointSize is set to basePointSize * focalLengthPixels / eyeDepth so points look uniform across the view, and the fragment shader uses a gl_PointCoord disc mask to clip to a circle.

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open class Ogc3dTilesProgram(shadowsEnabled: Boolean = false, sightlineEnabled: Boolean = false) : AbstractShaderProgram, ShadowReceiverProgram, SightlineReceiverProgram

Color-pass shader for b3dm / i3dm / cmpt / glTF mesh content. Four variants: base, shadow-only, sightline-only, both — picked by get via sentinel subclasses. Lambertian lighting; baseColorFactor × optional unit-0 texture.

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Sentinel subclass for both shadow + sightline variant.

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Sentinel subclass for shadow-only variant — distinct cache key.

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Sentinel subclass for sightline-only variant.