A uniform group of its own inside a bind group: its uniform fields, keyed by name
It binds to a UniformGroup apart from the bind group's own. Use one for values that change at a
different rate, since a write to them uploads nothing else. Bits that declare the same name add
to one group. WGSL reads a field as <group>.<field>, and GLSL as a plain uniform, <field>,
whatever the template's ubo says.
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 reads zeros and WebGPU throws at the first draw.
A uniform group of its own inside a bind group: its uniform fields, keyed by name
It binds to a
UniformGroupapart from the bind group's own. Use one for values that change at a different rate, since a write to them uploads nothing else. Bits that declare the same name add to one group. WGSL reads a field as<group>.<field>, and GLSL as a plain uniform,<field>, whatever the template'subosays.Only a bind group your own pass builds can hold one. One declared in the engine's
global,cameraorbatchgroup is never bound: WebGL reads zeros and WebGPU throws at the first draw.