Staging before meshlet linearization
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@@ -189,9 +189,6 @@ void LightCullingPass::createRenderPass()
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH").getTexture();
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}
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void LightCullingPass::modifyRenderPassMacros(Map<const char*, const char*>&)
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{
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}
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void LightCullingPass::setupFrustums()
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{
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