Basic UI quad, yay
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@@ -80,11 +80,9 @@ void BasePassMeshProcessor::clearCommands()
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}
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BasePass::BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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: RenderPass(renderGraph)
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: RenderPass(renderGraph, graphics, viewport)
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, processor(new BasePassMeshProcessor(scene, viewport, graphics, false))
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, scene(scene)
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, graphics(graphics)
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, viewport(viewport)
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, descriptorSets(4)
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, source(source->getCameraComponent())
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{
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@@ -198,7 +196,7 @@ void BasePass::createRenderPass()
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Gfx::PRenderTargetAttachment depthAttachment = renderGraph->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
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renderPass = graphics->createRenderPass(layout);
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renderPass = graphics->createRenderPass(layout, viewport);
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oLightIndexList = renderGraph->requestBuffer("LIGHTCULLING_OLIGHTLIST");
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oLightGrid = renderGraph->requestTexture("LIGHTCULLING_OLIGHTGRID");
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}
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