adding aftermath debugging and fixing forward plus
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@@ -99,7 +99,6 @@ DepthPrepass::DepthPrepass(PRenderGraph renderGraph, const PScene scene, Gfx::PG
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viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
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viewLayout->create();
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depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
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primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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@@ -125,6 +124,8 @@ void DepthPrepass::beginFrame()
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uniformUpdate.size = sizeof(ViewParameter);
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamBuffer->updateContents(uniformUpdate);
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viewLayout->reset();
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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for(auto &&meshBatch : scene->getStaticMeshes())
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