@pixi/3d
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    Interface DefaultGraph3DHandlesAdvanced

    Handles to the textures createDefaultGraph3D shares between its passes, so a pass added on top can sample them instead of copying the scene again

    The opaque copies can be larger than the view. The view fills a sub-rect at the texture's origin, so scale view UVs by the camera's uViewportUVScale before sampling. They match the scene's resolution texel for texel.

    interface DefaultGraph3DHandles {
        opaqueColor: ColorHandle;
        opaqueDepth: DepthHandle;
        shadowMap: DepthHandle;
    }
    Index
    opaqueColor: ColorHandle

    Copy of the opaque scene's colour, with mipmaps, as transmissive and refractive materials see it

    opaqueDepth: DepthHandle

    Copy of the opaque scene's depth; CopyDepthPass says when it's taken

    shadowMap: DepthHandle

    The shadow-map array, one layer per light or cascade