Water works now
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@@ -98,7 +98,7 @@ void BasePass::beginFrame(const Component::Camera& cam) {
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opaqueCulling = lightCullingLayout->allocateDescriptorSet();
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transparentCulling = lightCullingLayout->allocateDescriptorSet();
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//waterRenderer->beginFrame();
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waterRenderer->beginFrame();
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// Debug vertices
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{
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@@ -248,7 +248,7 @@ void BasePass::render() {
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}
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}
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//commands.add(waterRenderer->render(viewParamsSet));
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commands.add(waterRenderer->render(viewParamsSet));
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// Skybox
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{
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@@ -47,7 +47,6 @@ DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
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.hasTaskShader = true,
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.useMaterial = false,
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.useVisibility = true,
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.dumpIntermediates = true,
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});
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} else {
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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@@ -251,6 +251,7 @@ WaterRenderer::WaterRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescri
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{"main", "WaterPass"},
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},
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.rootSignature = waterLayout,
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.dumpIntermediate = true,
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};
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graphics->beginShaderCompilation(createInfo);
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waterTask = graphics->createTaskShader({0});
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@@ -462,7 +463,6 @@ void WaterRenderer::setViewport(Gfx::PViewport _viewport, Gfx::PRenderPass rende
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},
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.rasterizationState =
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{
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.polygonMode = Gfx::SE_POLYGON_MODE_LINE,
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.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
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},
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.colorBlend =
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