Adding bindless material descriptors
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@@ -17,7 +17,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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LightingParameter lightingParams = params.getLightingParameter();
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MaterialParameter materialParams = params.getMaterialParameter();
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let brdf = pMaterial.prepare(materialParams);
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let brdf = Material.prepare(materialParams);
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uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
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uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
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uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
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