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    Function batchVertexBufferLayout

    • The vertex-buffer layout of one batched draw: the planner's interleaved stream — position, then uv when the stream carries it, then colour — as one buffer in slot 0, against the shader locations the unlit family names (wgpu-unlit.ts: locations are names, slots are positional).

      streamUvs/streamColors describe what the stream contains (they fix the stride and the offsets); readUvs/readColors describe what the variant reads (they decide which attributes are declared). The two can differ in exactly one direction: an unlit batch whose named texture fails to resolve draws untextured through a variant that reads no uv, over a stream that still interleaves them — WebGPU permits a buffer byte range no attribute names, so the uv floats are simply strided over, which is this backend's spelling of gl-batch.ts's "an unlit batch draws on untextured instead". The renderer never asks for the other direction (an attribute the stream does not contain would read past the vertex).

      Parameters

      • streamUvs: boolean
      • streamColors: boolean
      • readUvs: boolean
      • readColors: boolean

      Returns GpuVertexBufferLayout