The particle draw's group-0 layout: binding 0, a dynamically-offset uniform
buffer of PARTICLE_UNIFORM_BYTES, visible to the vertex stage
only — the fragment stage reads the interpolated instance colour and no
uniform at all, so declaring fragment visibility would reserve a slot
nothing reads (createTextureBindGroupLayout's per-stage-limit argument).
Created lazily by the renderer's first particle draw — the sprite layout's
lifecycle, third block size over one buffer — so a particle-less
application records the identical initialization transcript.
The particle draw's group-0 layout: binding 0, a dynamically-offset uniform buffer of PARTICLE_UNIFORM_BYTES, visible to the vertex stage only — the fragment stage reads the interpolated instance colour and no uniform at all, so declaring fragment visibility would reserve a slot nothing reads (
createTextureBindGroupLayout's per-stage-limit argument).Created lazily by the renderer's first particle draw — the sprite layout's lifecycle, third block size over one buffer — so a particle-less application records the identical initialization transcript.