applyUniforms_(alpha, renderExtent, batchInvertTransform, tileZ, depth) {
    // 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.currentFrameStateTransform_);
    this.helper.setUniformMatrixValue(
      Uniforms.SCREEN_TO_WORLD_MATRIX,
      mat4FromTransform(this.tmpMat4_, this.tmpTransform_),
    );

    this.helper.setUniformFloatValue(Uniforms.GLOBAL_ALPHA, alpha);
    this.helper.setUniformFloatValue(Uniforms.DEPTH, depth);
    this.helper.setUniformFloatValue(Uniforms.TILE_ZOOM_LEVEL, tileZ);
    this.helper.setUniformFloatVec4(Uniforms.RENDER_EXTENT, renderExtent);
  }
@param {number} alpha Alpha value of the tile
@param {import("../../extent.js").Extent} renderExtent Which extent to restrict drawing to
@param {import("../../transform.js").Transform} batchInvertTransform Inverse of the transformation in which tile geometries are expressed
@param {number} tileZ Tile zoom level
@param {number} depth Depth of the tile
@private