Depth Culling works??
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@@ -28,6 +28,9 @@ class BasePass : public RenderPass {
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Gfx::PDescriptorSet opaqueCulling;
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Gfx::PDescriptorSet transparentCulling;
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// use a different texture here so we can do multisampling
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Gfx::OTexture2D basePassDepth;
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PCameraActor source;
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Gfx::OPipelineLayout basePassLayout;
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Gfx::ODescriptorLayout lightCullingLayout;
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