Refactor material shaders to use separate constant buffer (slot 1) for shared per-view constants
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@@ -126,6 +126,7 @@ void MaterialComplexityMaterialShader::Draw(RenderContext& renderContext, GPUCon
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PROFILE_GPU_CPU_NAMED("Decals");
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DrawCall drawCall;
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MaterialBase::BindParameters bindParams(context, renderContext, drawCall);
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bindParams.BindViewData();
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drawCall.WorldDeterminantSign = 1.0f;
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context->SetRenderTarget(lightBuffer);
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for (int32 i = 0; i < decals.Count(); i++)
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@@ -48,6 +48,7 @@ void QuadOverdrawPass::Render(RenderContext& renderContext, GPUContext* context,
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Platform::MemoryClear(&drawCall, sizeof(DrawCall));
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drawCall.PerInstanceRandom = 1.0f;
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MaterialBase::BindParameters bindParams(context, renderContext, drawCall);
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bindParams.BindViewData();
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renderContext.View.Pass = DrawPass::QuadOverdraw;
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context->SetRenderTarget(*renderContext.Buffers->DepthBuffer, (GPUTextureView*)nullptr);
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renderContext.List->ExecuteDrawCalls(renderContext, DrawCallsListType::GBuffer);
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