Refactor material shaders generator to use modular features as extensions
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@@ -67,7 +67,7 @@ void DeferredMaterialShader::Bind(BindParameters& params)
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byte* cb = _cb0Data.Get();
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auto materialData = reinterpret_cast<DeferredMaterialShaderData*>(cb);
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cb += sizeof(DeferredMaterialShaderData);
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int32 srv = 0;
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int32 srv = 2;
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// Setup features
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const bool useLightmap = _info.BlendMode == MaterialBlendMode::Opaque && LightmapFeature::Bind(params, cb, srv);
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