bind method
Binds the fragment's uniform blocks, textures, and (when useEnvironment) the environment IBL samplers. Called by the engine during the background draw; not part of the app-facing API.
Implementation
@override
void bind(
gpu.RenderPass pass,
TransientWriter transientsBuffer,
EnvironmentMap environment,
) {
final info = _info;
_put3(info, 0, sunDirection, sunAngularRadius);
_put3(info, 4, rayleighColor, rayleighCoefficient);
_put3(info, 8, mieColor, mieCoefficient);
info[12] = turbidity;
info[13] = mieEccentricity;
info[14] = energy;
info[15] = 0.0;
_put3(info, 16, groundColor, 1.0);
setUniformBlock('PhysicalSkyInfo', _infoBytes);
super.bind(pass, transientsBuffer, environment);
}