Adding basic depth prepass
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@@ -7,7 +7,7 @@ enum { MAX_TEXCOORDS = 4 };
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struct StaticMeshDataType
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{
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VertexStreamComponent positionStream;
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VertexStreamComponent tangentBasisComponents[2];
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VertexStreamComponent tangentBasisComponents[3];
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//Dont forget these are 4 component vectors
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Array<VertexStreamComponent> textureCoordinates;
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