it at least does something
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@@ -29,7 +29,9 @@ class DepthCullingPass : public RenderPass {
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Array<uint32> mipOffsets;
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Array<UVector2> mipDims;
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constexpr static std::string DEPTHTEXTURE_NAME = "depthTexture";
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Gfx::OShaderBuffer depthMipBuffer;
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constexpr static std::string DEPTHMIP_NAME = "depthMip";
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Gfx::RenderTargetAttachment depthAttachment;
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Gfx::RenderTargetAttachment visibilityAttachment;
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Gfx::ODescriptorLayout depthAttachmentLayout;
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