Adding basic depth prepass
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@@ -8,7 +8,7 @@ struct ViewParameter
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float4x4 projectionMatrix;
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float4 cameraPos_WS;
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}
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layout(set = 1, binding = 0, std430)
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layout(set = INDEX_VIEW_PARAMS, binding = 0, std430)
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ConstantBuffer<ViewParameter> gViewParams;
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struct ScreenToViewParams
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@@ -16,7 +16,7 @@ struct ScreenToViewParams
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float4x4 inverseProjection;
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float2 screenDimensions;
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}
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layout(set = 1, binding = 1, std430)
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layout(set = INDEX_VIEW_PARAMS, binding = 1, std430)
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ConstantBuffer<ScreenToViewParams> gScreenToViewParams;
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// Convert clip space coordinates to view space
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