Adding basic depth prepass
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@@ -38,6 +38,7 @@ VertexStageOutput vertexMain(
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clipSpacePosition = mul(gViewParams.projectionMatrix, viewSpacePosition);
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output.position = clipSpacePosition;
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output.shaderAttributeInterpolation = input.getInterpolants(cache, vertexParams);
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output.cache = cache;
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return output;
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}
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@@ -72,5 +73,5 @@ float4 fragmentMain(
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result += pointLight.illuminate(materialParams, brdf, viewDir);
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}
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return float4(result, 1);
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return float4(result, 0);
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}
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