Refactor material shaders to use separate constant buffer (slot 1) for shared per-view constants
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@@ -2,6 +2,7 @@
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// Version: @0
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#define MATERIAL 1
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#define USE_PER_VIEW_CONSTANTS 1
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@3
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// Enables/disables smooth terrain chunks LOD transitions (with morphing higher LOD near edges to the lower LOD in the neighbour)
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#define USE_SMOOTH_LOD_TRANSITION 1
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@@ -16,15 +17,7 @@
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@7
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// Primary constant buffer (with additional material parameters)
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 WorldMatrix;
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float4x4 ViewMatrix;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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float3 WorldInvScale;
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float WorldDeterminantSign;
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float PerInstanceRandom;
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