Changing descriptor update signature
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@@ -151,7 +151,7 @@ void meshMain(
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// float3 displacement2 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile2, 1)).xyz * pWaterMaterial.contributeDisplacement2;
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// float3 displacement3 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile3, 2)).xyz * pWaterMaterial.contributeDisplacement3;
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// float3 displacement4 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile4, 3)).xyz * pWaterMaterial.contributeDisplacement4;
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float displacement = pTerrainData.displacement.Sample(pTerrainData.sampler, worldPos.xz);
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float displacement = pTerrainData.displacement.SampleLevel(pTerrainData.sampler, worldPos.xz, 0);
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float4 clipPos = mul(vp, float4(worldPos, 1));
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float ndcDepth = clipPos.z / clipPos.w;
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@@ -10,7 +10,7 @@ struct DispatchParams
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struct DispatchParamWrapper
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{
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ParameterBlock<DispatchParams> p;
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DispatchParams p;
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RWStructuredBuffer<Frustum> frustums;
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}
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ParameterBlock<DispatchParamWrapper> pDispatchParams;
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@@ -10,9 +10,9 @@ import Scene;
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//};
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struct MaterialResources
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{
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StructuredBuffer<float> floatArray;
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Texture2D textureArray[512];
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SamplerState samplerArray[512];
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StructuredBuffer<float> floatArray;
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};
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layout(set=4)
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ParameterBlock<MaterialResources> pResources;
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@@ -3,7 +3,7 @@ import MaterialParameter;
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import LightEnv;
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import Scene;
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import RayTracingData;
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import VertexData;
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import StaticMeshVertexData;
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import Material;
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import MATERIAL_FILE_NAME;
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