Viewport resolution in pixels
OptionalnearCull: number
Near-fade start distance in world units (consumed by all four geometry materials via the shared perspectiveNearFade)
OptionalpixelRatio: number
Physical render-target pixels per CSS pixel; screen-space appearance constants scale with it above 1×
Update camera-dependent uniforms (viewport, near cull, pixel ratio).
Push again after a resize, a near-cull change or a pixel-ratio change. The projection itself — FOV, ortho zoom, off-axis frustum AND the ortho/perspective kind — is read in shader from the projection matrix of the draw (
luxarIsOrthoProjection()/isOrthoProjectionTSL()), so a camera-kind flip or a draw through another camera needs no push.