The sprite draw's group-0 layout: binding 0, a dynamically-offset uniform
buffer of SPRITE_UNIFORM_BYTES, visible to both stages (the vertex
stage reads the matrices, the fragment stage reads the tint).
Created lazily by the renderer's first sprite draw — see the module header
for why this is a second layout rather than the unlit DrawUniforms one.
The sprite draw's group-0 layout: binding 0, a dynamically-offset uniform buffer of SPRITE_UNIFORM_BYTES, visible to both stages (the vertex stage reads the matrices, the fragment stage reads the tint).
Created lazily by the renderer's first sprite draw — see the module header for why this is a second layout rather than the unlit
DrawUniformsone.