loadShaders method
Decodes the bundle — so bytes that are not one are refused the way every real backend refuses them — and answers its names. No section is read: a fake compiles nothing, which is also the software rasteriser's answer.
Implementation
@override
Future<LoadedShaderLibrary> loadShaders(ByteData bytes) async {
final library = FakeLoadedShaderLibrary(ShaderBundle.decode(bytes));
loadedLibraries.add(library);
return library;
}