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Remove dependency on the mesh struct in the pbr function (#7597)
# Objective Currently, it is quite awkward to use the `pbr` function in a custom shader without binding a mesh bind group. This is because the `pbr` function depends on the `MESH_FLAGS_SHADOW_RECEIVER_BIT` flag. ## Solution I have removed this dependency by adding the flag as a parameter to the `PbrInput` struct. I am not sure if this is the ideal solution since the mesh flag indicates both `MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT` and `MESH_FLAGS_SHADOW_RECEIVER_BIT`. The former seems to be unrelated to PBR. Maybe the flag should be split.
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