ReadonlyuSplat data texture node (RGBA32F, 4 texels/splat). Every gsplat
material has one; the pool commit rebinds it per node via
updateSplatTexture.
ReadonlyuReadonlyuReadonlyuReadonlyuReadonlyuReadonlyuReadonlyuActive ordering buffer: 0 = aSortedIndex, 1 = aSortedIndexB.
ReadonlyuReadonlyuRefraction split (glass-partition-tsl.ts): mode + shared glass depth texture.
ReadonlyuReadonlyuReadonlyuReadonlyuReadonlyuReadonlyuReadonlyuReadonlyuAbsorption coefficient κ — only consumed by the volumetric output branch.
Readonlyu1 when colors are RGBA (per-splat opacity present), else 0 — gates the volumetric alpha → optical-depth mapping.
ReadonlyuReadonlyuReadonlyuReadonlyuReadonlyuOptional ReadonlyuOptional ReadonlyuOptional Readonlyu
Pre-created TSL leaf nodes supplied by the wrapper class. The factory consumes them directly in the shader graph instead of snapshotting
IUniform.valueand bridging back via.onUpdate('render'). The wrapper owns lifetime;rebuildGraph()reuses the same leaves so mutations remain visible after a defines change.The colormap AND splat texture nodes are factory-time bound (TSL
texture(...)captures the THREE.Texture at call time); the wrapper rebuilds the graph when either texture's identity changes (seesetColormapTexture/updateSplatTexturein the wrapper).