Push the current camera state into the global material manager:
drawing-buffer size, near-cull margin, pixel ratio. No FOV, frustum
height or camera kind: every shader derives its projection terms — the
ortho test included — from the projection matrix three binds per draw.
Always ensures the bounds cache is populated (so the materials
see a consistent near-cull margin) and uses the supplied
pre-allocated Vector2 to avoid per-call allocation.
Push the current camera state into the global material manager: drawing-buffer size, near-cull margin, pixel ratio. No FOV, frustum height or camera kind: every shader derives its projection terms — the ortho test included — from the projection matrix three binds per draw.
Always ensures the bounds cache is populated (so the materials see a consistent near-cull margin) and uses the supplied pre-allocated Vector2 to avoid per-call allocation.