Luxar Viewer API Documentation - v2026.9.22
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    • The GLSL #defines carrying each layout's element-texture width. Pre-stamped at material construction (visual + picking, all three geometry types) with String(getElementTextureWidth(layout)) via the layout's own widthDefine name, then re-stamped from the bound texture on every texture update (applyElementTextureWidthDefine) — pool textures allocate at the session width, so the re-stamp is a no-op in the common path. The TSL twins bake the same value as a literal int node at graph build instead of a define (resolveElementTextureWidth). The names are PER GEOMETRY (widths differ: texels-per-element 6/3/4 → 4092/4095/4096) so a harness compiling raw shader sources can inject all of them unconditionally via elementTextureWidthDefines — an unused define is inert.

      Returns Record<string, string>