Basic shadow mapping rendering
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@@ -26,6 +26,7 @@ class VisibilityPass : public RenderPass {
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Gfx::PComputePipeline visibilityPipeline;
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Gfx::OPipelineStatisticsQuery query;
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Gfx::PTimestampQuery timestamps;
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Gfx::PDescriptorSet viewParamsSet;
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constexpr static const char* VISIBILITY_NAME = "visibilityTexture";
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// Holds culling information for every meshlet for each instance
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