Luxar Viewer API Documentation - v2026.9.22
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    GLSL_GLASS_PARTITION_GUARD: "\n if (uGlassPartition != 0) {\n float glassDepth = texelFetch(uGlassDepth, ivec2(gl_FragCoord.xy), 0).r;\n bool inFrontOfGlass = glassDepth < 1.0 && gl_FragCoord.z < glassDepth;\n if (uGlassPartition == 1 && inFrontOfGlass) discard;\n if (uGlassPartition == 2 && !inFrontOfGlass) discard;\n }\n" = ...

    The GLSL classification, to be the FIRST statement of main() in every WebGL data fragment shader. gl_FragCoord.z is the fragment's own window depth (no visual shader writes gl_FragDepth) and the depth target is the HDR target's size, so the integer texelFetch at the fragment's own pixel is exact and needs no resolution uniform.