Addressed review comments.
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@@ -209,12 +209,12 @@ namespace AZ
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streamBufferViewsPerShader.push_back();
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auto& streamBufferViews = streamBufferViewsPerShader.back();
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UvStreamTangentIndex uvStreamTangentIndex;
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UvStreamTangentBitmask uvStreamTangentBitmask;
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if (!m_modelLod->GetStreamsForMesh(
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pipelineStateDescriptor.m_inputStreamLayout,
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streamBufferViews,
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uvStreamTangentIndex,
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&uvStreamTangentBitmask,
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variant.GetInputContract(),
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m_modelLodMeshIndex,
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m_materialModelUvMap,
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@@ -235,9 +235,16 @@ namespace AZ
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drawSrg->SetShaderVariantKeyFallbackValue(shaderOptions.GetShaderVariantKeyFallbackValue());
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}
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RHI::ShaderInputNameIndex shaderUvStreamTangentIndex = "m_uvStreamTangentIndex";
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// Pass UvStreamTangentBitmask to the shader if the draw SRG has it.
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{
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AZ::Name shaderUvStreamTangentBitmask = AZ::Name(UvStreamTangentBitmask::SrgName);
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auto index = drawSrg->FindShaderInputConstantIndex(shaderUvStreamTangentBitmask);
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drawSrg->SetConstant(shaderUvStreamTangentIndex, uvStreamTangentIndex.GetFullFlag());
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if (index.IsValid())
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{
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drawSrg->SetConstant(index, uvStreamTangentBitmask.GetFullTangentBitmask());
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}
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}
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drawSrg->Compile();
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}
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