"sprite" is §55's quad pipeline (wgpu-sprite.ts); "batch" is §65's
merged draw, which compiles from the unlit WGSL modules over the
planner's interleaved vertex layout — a key family of its own because the
vertex layout is baked into the pipeline here, not a shader family of its
own (wgpu-batch.ts); "lit" and "standard" are WP-R1.5's two shaded
families (wgpu-lit.ts, wgpu-standard.ts), which read the light block at
group 1 and — the standard family — a widened group-0 uniform block;
"effect" is §70's full-screen pass (WP-R1.6, wgpu-effect.ts), whose
WGSL module is picked by the descriptor's effect member; "shadow" is
§69's depth-only caster pass (WP-R1.7, wgpu-shadow.ts), one module over
the shared DrawUniforms layout whatever family shades its caster on
screen — gl-shadow.ts's one-program argument, restated as one family;
"particles" is §36's instanced billboard draw (WP-R1.8,
wgpu-particles.ts), one variant-free module — like the sprite's — over
its own three-matrix group-0 layout and the per-instance vertex stream.
Which family of shader a pipeline belongs to.
"sprite"is §55's quad pipeline (wgpu-sprite.ts);"batch"is §65's merged draw, which compiles from the unlit WGSL modules over the planner's interleaved vertex layout — a key family of its own because the vertex layout is baked into the pipeline here, not a shader family of its own (wgpu-batch.ts);"lit"and"standard"are WP-R1.5's two shaded families (wgpu-lit.ts,wgpu-standard.ts), which read the light block at group 1 and — the standard family — a widened group-0 uniform block;"effect"is §70's full-screen pass (WP-R1.6,wgpu-effect.ts), whose WGSL module is picked by the descriptor'seffectmember;"shadow"is §69's depth-only caster pass (WP-R1.7,wgpu-shadow.ts), one module over the sharedDrawUniformslayout whatever family shades its caster on screen —gl-shadow.ts's one-program argument, restated as one family;"particles"is §36's instanced billboard draw (WP-R1.8,wgpu-particles.ts), one variant-free module — like the sprite's — over its own three-matrix group-0 layout and the per-instance vertex stream.