void SetParameters(
     FRHICommandList& RHICmdList,
     const FSceneView& View )
 {
     FGeometryShaderRHIParamRef ShaderRHI = GetGeometryShader();
     FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
 }
CPUTResult CPUTAssetLibraryOGL::GetGeometryShader(
    const cString       &name,
    const cString       &shaderMain,
    const cString       &shaderProfile,
    CPUTShaderOGL       **ppGeometryShader,
    bool                nameIsFullPathAndFilename,
    CPUT_SHADER_MACRO   *pShaderMacros
)
{
    std::vector<cString> filenames;
    filenames.push_back(name);
    return GetGeometryShader(filenames, shaderMain, shaderProfile, ppGeometryShader, nameIsFullPathAndFilename, pShaderMacros);
}
	void SetMesh(FRHICommandList& RHICmdList, const FVertexFactory* VertexFactory,const FSceneView& View,const FPrimitiveSceneProxy* Proxy,const FMeshBatchElement& BatchElement,const FMeshDrawingRenderState& DrawRenderState)
	{
		FMeshMaterialShader::SetMesh(RHICmdList, (FGeometryShaderRHIParamRef)GetGeometryShader(),VertexFactory,View,Proxy,BatchElement,DrawRenderState);
	}
	void SetParameters(FRHICommandList& RHICmdList, const FVertexFactory* VertexFactory,const FMaterialRenderProxy* MaterialRenderProxy,const FSceneView* View)
	{
		FMeshMaterialShader::SetParameters(RHICmdList, (FGeometryShaderRHIParamRef)GetGeometryShader(), MaterialRenderProxy, *MaterialRenderProxy->GetMaterial(View->GetFeatureLevel()), *View, View->ViewUniformBuffer, ESceneRenderTargetsMode::SetTextures);
	}