Dynamic-offset slot layout for the per-draw view-projection uniform (group 3, view.vp in
structs.wgsl) -- one slot per camera that can be active mid-frame: the main camera, each
cascade of the (single, at most 4-cascade) directional shadow, and each of up to 4 shadow-
casting spot lights. Fixed capacity, no growth: hard-bounded by cascadeMatrices/
spotShadowMatrices's array<mat4x4f, 4> sizes in structs.wgsl, same cap the existing code
already assumes. See _setViewMatrix()/CascadedShadowPassGPU/SpotShadowPassGPU.
Dynamic-offset slot layout for the per-draw view-projection uniform (group 3,
view.vpin structs.wgsl) -- one slot per camera that can be active mid-frame: the main camera, each cascade of the (single, at most 4-cascade) directional shadow, and each of up to 4 shadow- casting spot lights. Fixed capacity, no growth: hard-bounded bycascadeMatrices/spotShadowMatrices'sarray<mat4x4f, 4>sizes in structs.wgsl, same cap the existing code already assumes. See_setViewMatrix()/CascadedShadowPassGPU/SpotShadowPassGPU.