The visible meshes drawn by three's OWN materials that do not refract the data —
physical glass without refract_data, physical opaque surfaces. They carry none of
Luxar's shader code, so they cannot classify their fragments against the refracting
glass's depth (glass-partition.ts); the refraction split draws them whole in pass A
and keeps them out of pass C, where a second draw would repaint the data composited
over them. Same registry, same visibility walk, same reusable array as
collectRefractingGlass.
The visible meshes drawn by three's OWN materials that do not refract the data — physical glass without
refract_data, physical opaque surfaces. They carry none of Luxar's shader code, so they cannot classify their fragments against the refracting glass's depth (glass-partition.ts); the refraction split draws them whole in pass A and keeps them out of pass C, where a second draw would repaint the data composited over them. Same registry, same visibility walk, same reusable array as collectRefractingGlass.