Colour grading and sun shafts built a fresh `UniformBuffer` (a new GPU buffer)
inside their render-graph node every frame. Each view now owns one small
UNIFORM | COPY_DST buffer, created the first frame the effect is on and
rewritten in place with `RenderQueue::write_buffer` in
`RenderSystems::PrepareResources`, the same shape as bloom's prepare-time
uniform. The node only binds it. The pass still gates on the extracted view
component, so the kept buffer never runs a disabled pass.
Verified: cargo check -p benilla-app; rustfmt clean on both files. No GPU
here; built on Linux only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y6yUWgPosSakvL23gtgvpH