At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.
In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.