Refactor material shaders generator to use modular features as extensions
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@@ -70,8 +70,6 @@ void DeferredMaterialShader::Bind(BindParameters& params)
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int32 srv = 0;
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// Setup features
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if (_info.TessellationMode != TessellationMethod::None)
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TessellationFeature::Bind(params, cb, srv);
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const bool useLightmap = _info.BlendMode == MaterialBlendMode::Opaque && LightmapFeature::Bind(params, cb, srv);
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// Setup parameters
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