@pixi/3d
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    Type Alias UniformBufferType<StructName>Advanced

    UniformBufferType: `uniform<${StructName}>`

    A uniform buffer holding one struct, uniform<StructName>, bound as a BufferResource range

    The struct comes from the bits' structs, or from the fields of a group the template doesn't bind. WGSL reads a wind binding as wind.<field> and GLSL as uWind.<field>, except that GLSL splits a mat2x2<f32> field into <field>_0 and <field>_1. Fill the buffer in WGSL's layout. GLSL's std140 matches it for scalars, vectors, mat2x2<f32>, matrices of vec3 or vec4 columns, and arrays of 16-byte elements, and the GLSL compile refuses any other field.

    Only a bind group your own pass builds can hold one. One declared in the engine's global, camera or batch group is never bound: WebGL skips the draw and WebGPU throws at the first draw. Put per-material values in the bit's material fields instead, and read them through the material local, never uMaterial, which a draw that merges materials doesn't declare.

    Type Parameters

    • StructName extends string