Line shader family for the TSL ↔ GLSL parity harness: the visual
instanced-line variants (gamma / no-GOG fast paths, max-mode
premultiply, volumetric emission–absorption, colormap LUT,
behind-camera + ortho-near culling, sorted-index permutation) plus
the line-pick counterparts + multi-row, cap-suppression, clipping-remap,
and exact-near-plane boundary variants, plus the capsule-primitive
(line-capsule-*) family, visual and pick alike (hardcoded entry
counts drift — count Object.keys(LINE_SHADERS) when it matters).
Line shader family for the TSL ↔ GLSL parity harness: the visual instanced-line variants (gamma / no-GOG fast paths, max-mode premultiply, volumetric emission–absorption, colormap LUT, behind-camera + ortho-near culling, sorted-index permutation) plus the line-pick counterparts + multi-row, cap-suppression, clipping-remap, and exact-near-plane boundary variants, plus the capsule-primitive (
line-capsule-*) family, visual and pick alike (hardcoded entry counts drift — countObject.keys(LINE_SHADERS)when it matters).