Ogc3d Tiles Points Program
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.
Receiver gating mirrors Ogc3dTilesProgram: same #ifdef SHADOWS_ENABLED + #ifdef SIGHTLINE_ENABLED splices, same four variants resolved by get from RenderContext.hasShadowLayer + RenderContext.hasActiveSightline. Points receive both shadows and sightlines.
Inheritors
Properties
Indicates the approximate size of the OpenGL resources referenced by this GPU program.
Frame stamp of the last ShadowState whose uniforms were uploaded into this program. GL uniforms are program-state and persist across draw calls, so once a program has been loaded with the current frame's cascades it doesn't need to be loaded again until the cascades change. Implementations declare this as a plain var field, default -1L.
Functions
Per-tile point size in pixels at 1 meter eye distance (size attenuation scales this inversely with depth). Defaults to 4.
Focal length in pixels = viewportHeight / (2 * tan(fov / 2)). The size attenuation formula basePointSize * focalLengthPixels / eyeDepth gives uniform on-screen size.
Disables shadow sampling. Receivers' fragments fall through to a fixed 1.0 visibility.
Enables shadow sampling and uploads the cascade matrices, split depths, texel sizes, light direction and fade distance from state. Cascade sampler bindings (GL_TEXTURE1..4) are baked in at program init time; the caller is responsible for binding the matching cascade depth textures to those units before invoking this method — applyShadowReceiverUniforms does both in lockstep.
Frees any resources associated with this instance. After this method returns the rendering resource is invalid, and any associated GL object is deleted.