Refactor scene rendering to separate drawable actors
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@@ -43,7 +43,7 @@ void VolumeParticleMaterialShader::Bind(BindParameters& params)
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{
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// Prepare
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auto context = params.GPUContext;
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auto& view = params.RenderContext.View;
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const RenderView& view = params.RenderContext.View;
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auto& drawCall = *params.FirstDrawCall;
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Span<byte> cb(_cbData.Get(), _cbData.Count());
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ASSERT_LOW_LAYER(cb.Length() >= sizeof(VolumeParticleMaterialShaderData));
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