function performTranslucentPass(scene, passState, frustumCommands) {
  const { frameState, context } = scene;
  const { pick, pickVoxel } = frameState.passes;
  const picking = pick || pickVoxel;

  let invertClassification;
  if (
    !picking &&
    scene._environmentState.useInvertClassification &&
    frameState.invertClassificationColor.alpha < 1.0
  ) {
    // Fullscreen pass to copy unclassified fragments when alpha < 1.0.
    // Not executed when undefined.
    invertClassification = scene._invertClassification;
  }

  const executeTranslucentCommands =
    obtainTranslucentCommandExecutionFunction(scene);

  context.uniformState.updatePass(Pass.TRANSLUCENT);
  const commands = frustumCommands.commands[Pass.TRANSLUCENT];
  commands.length = frustumCommands.indices[Pass.TRANSLUCENT];
  executeTranslucentCommands(
    scene,
    executeCommand,
    passState,
    commands,
    invertClassification,
  );
}
Execute draw commands to render translucent objects in the scene.

@param {Scene} scene The scene.
@param {PassState} passState The state for the current render pass.
@param {FrustumCommands} frustumCommands The draw commands for the current frustum.

@private