@@ -30,20 +30,21 @@ GPU_CB_STRUCT(MaterialShaderDataPerView {
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Float3 ViewPos;
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float ViewFar;
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Float3 ViewDir;
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float UnscaledTimeParam;
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float ScaledTimeParam;
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float TimeParam;
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Float4 ViewInfo;
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Float4 ScreenSize;
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Float4 TemporalAAJitter;
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Float3 LargeWorldsChunkIndex;
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float LargeWorldsChunkSize;
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Float3 ViewPadding0;
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float UnscaledTimeParam;
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});
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IMaterial::BindParameters::BindParameters(::GPUContext* context, const ::RenderContext& renderContext)
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: GPUContext(context)
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, RenderContext(renderContext)
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, UnscaledTimeParam(Time::Draw.UnscaledTime.GetTotalSeconds())
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, ScaledTimeParam(Time::Draw.Time.GetTotalSeconds())
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, Time(Time::Draw.Time.GetTotalSeconds())
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, UnscaledTime(Time::Draw.UnscaledTime.GetTotalSeconds())
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{
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}
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@@ -51,8 +52,8 @@ IMaterial::BindParameters::BindParameters(::GPUContext* context, const ::RenderC
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: GPUContext(context)
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, RenderContext(renderContext)
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, DrawCall(&drawCall)
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, UnscaledTimeParam(Time::Draw.UnscaledTime.GetTotalSeconds())
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, ScaledTimeParam(Time::Draw.Time.GetTotalSeconds())
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, Time(Time::Draw.Time.GetTotalSeconds())
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, UnscaledTime(Time::Draw.UnscaledTime.GetTotalSeconds())
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, Instanced(instanced)
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{
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}
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@@ -80,8 +81,8 @@ void IMaterial::BindParameters::BindViewData()
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cb.ViewPos = view.Position;
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cb.ViewFar = view.Far;
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cb.ViewDir = view.Direction;
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cb.UnscaledTimeParam = UnscaledTimeParam;
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cb.ScaledTimeParam = ScaledTimeParam;
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cb.TimeParam = Time;
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cb.UnscaledTimeParam = UnscaledTime;
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cb.ViewInfo = view.ViewInfo;
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cb.ScreenSize = view.ScreenSize;
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cb.TemporalAAJitter = view.TemporalAAJitter;
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