Refactor material shaders generator to use modular features as extensions
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@@ -167,8 +167,14 @@ struct DrawCall
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struct
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{
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const Lightmap* Lightmap;
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SkinnedMeshDrawData* Skinning;
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Rectangle LightmapUVsArea;
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} Features;
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struct
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{
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const Lightmap* Lightmap;
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Rectangle LightmapUVsArea;
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SkinnedMeshDrawData* Skinning;
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Vector3 GeometrySize; // Object geometry size in the world (unscaled).
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float LODDitherFactor; // The model LOD transition dither progress.
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Matrix PrevWorld;
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@@ -176,15 +182,15 @@ struct DrawCall
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struct
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{
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const Lightmap* Lightmap;
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Rectangle LightmapUVsArea;
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Vector4 HeightmapUVScaleBias;
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Vector4 NeighborLOD;
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Vector2 OffsetUV;
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float CurrentLOD;
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float ChunkSizeNextLOD;
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float TerrainChunkSizeLOD0;
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Rectangle LightmapUVsArea;
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const class TerrainPatch* Patch;
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const Lightmap* Lightmap;
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} Terrain;
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struct
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