Refactor material shaders to use separate constant buffer (slot 1) for shared per-view constants
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@@ -104,6 +104,7 @@ void Skybox::ApplySky(GPUContext* context, RenderContext& renderContext, const M
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drawCall.WorldDeterminantSign = Math::FloatSelect(world.RotDeterminant(), 1, -1);
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drawCall.PerInstanceRandom = GetPerInstanceRandom();
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MaterialBase::BindParameters bindParams(context, renderContext, drawCall);
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bindParams.BindViewData();
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// Check if use custom material
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if (CustomMaterial)
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