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@@ -25,11 +25,11 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
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});
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true, true, "ViewCullingTask");
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", true, false, false, "", true, true, "ViewCullingTask");
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass", true);
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}
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}
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@@ -48,6 +48,7 @@ void DepthPrepass::render()
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation;
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permutation.setPositionOnly();
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("ViewCullingTask");
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