Trying compression
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@@ -19,7 +19,6 @@ WaterRenderer::WaterRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescri
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.size = sizeof(MaterialParams),
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.data = (uint8*)&materialParams,
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},
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.dynamic = true,
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.name = "WaterMaterialParams",
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});
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materialUniforms->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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@@ -31,7 +30,6 @@ WaterRenderer::WaterRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescri
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{
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.size = sizeof(ComputeParams),
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},
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.dynamic = true,
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.name = "WaterComputeParams",
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});
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paramsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_UNIFORM_READ_BIT,
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@@ -107,7 +105,6 @@ WaterRenderer::WaterRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescri
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.data = (uint8*)spectrums.data(),
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},
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.numElements = 8,
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.dynamic = true,
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.name = "Spectrums",
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});
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spectrumBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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