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]); }