Whether intensity == 1.0 && offset == 0.0 (with ±1e-4 epsilon) —
the default GOG (Gain-Offset-Gamma) configuration. When true, the
fragment shader can skip the vColor * uIntensity + uOffset chain
and its max(..., vec3(0)) clamp — identity for the non-negative
vColor range — by compiling in the LUXAR_NO_GOG define (GLSL) /
noGOG config flag (TSL).
Shared across all four geometry types (Point / Line / GSplat / Mesh)
× both backends, like isGammaOne, so the fast-path threshold
is identical everywhere.
Whether
intensity == 1.0 && offset == 0.0(with ±1e-4 epsilon) — the default GOG (Gain-Offset-Gamma) configuration. When true, the fragment shader can skip thevColor * uIntensity + uOffsetchain and itsmax(..., vec3(0))clamp — identity for the non-negativevColorrange — by compiling in theLUXAR_NO_GOGdefine (GLSL) /noGOGconfig flag (TSL).Shared across all four geometry types (Point / Line / GSplat / Mesh) × both backends, like isGammaOne, so the fast-path threshold is identical everywhere.