applyUniforms_(batchInvertTransform) {
    // world to screen matrix
    setFromTransform(this.tmpTransform_, this.currentFrameStateTransform_);
    multiplyTransform(this.tmpTransform_, batchInvertTransform);
    this.helper.setUniformMatrixValue(
      Uniforms.PROJECTION_MATRIX,
      mat4FromTransform(this.tmpMat4_, this.tmpTransform_),
    );

    // screen to world matrix
    makeInverseTransform(this.tmpTransform_, this.tmpTransform_);
    this.helper.setUniformMatrixValue(
      Uniforms.SCREEN_TO_WORLD_MATRIX,
      mat4FromTransform(this.tmpMat4_, this.tmpTransform_),
    );

    // pattern origin should always be [0, 0] in world coordinates
    this.tmpCoords_[0] = 0;
    this.tmpCoords_[1] = 0;
    makeInverseTransform(this.tmpTransform_, batchInvertTransform);
    applyTransform(this.tmpTransform_, this.tmpCoords_);
    this.helper.setUniformFloatVec2(Uniforms.PATTERN_ORIGIN, this.tmpCoords_);
  }
@param {import("../../transform.js").Transform} batchInvertTransform Inverse of the transformation in which geometries are expressed
@private