private void OnBindMaterialTextures(DeviceContextProxy context, VertexShader shader)
            {
                if (shader.IsNULL)
                {
                    return;
                }
                int idx = shader.ShaderStageIndex;

                shader.BindTexture(context, texDisplaceSlot, TextureResources[DisplaceMapIdx]);
                shader.BindSampler(context, samplerDisplaceSlot, SamplerResources[DisplaceSamplerIdx]);
            }