bind method
Implementation
@override
void bind(gpu.RenderPass pass, gpu.HostBuffer transientsBuffer,
Environment environment) {
super.bind(pass, transientsBuffer, environment);
var fragInfo = Float32List.fromList([
baseColorFactor.r, baseColorFactor.g,
baseColorFactor.b, baseColorFactor.a, // color
vertexColorWeight, // vertex_color_weight
]);
pass.bindUniform(fragmentShader.getUniformSlot("FragInfo"),
transientsBuffer.emplace(ByteData.sublistView(fragInfo)));
pass.bindTexture(
fragmentShader.getUniformSlot('base_color_texture'), baseColorTexture,
sampler: gpu.SamplerOptions(
widthAddressMode: gpu.SamplerAddressMode.repeat,
heightAddressMode: gpu.SamplerAddressMode.repeat));
}