Fixing vulkan
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@@ -124,9 +124,9 @@ void DebugPass::createRenderPass()
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pipelineLayout->create();
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ShaderCreateInfo createInfo = {
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.name = "DebugVertex",
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.mainModule = "Debug",
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.additionalModules = { "Debug" },
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.name = "DebugVertex",
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.entryPoint = "vertexMain",
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};
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vertexShader = graphics->createVertexShader(createInfo);
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@@ -133,8 +133,8 @@ void LightCullingPass::publishOutputs()
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ShaderCreateInfo createInfo = {
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.name = "Culling",
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.additionalModules = {"LightCulling"},
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.mainModule = "LightCulling",
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.additionalModules = {"LightCulling"},
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.entryPoint = "cullLights",
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.rootSignature = cullingLayout,
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};
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@@ -226,8 +226,8 @@ void LightCullingPass::setupFrustums()
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frustumLayout->create();
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ShaderCreateInfo createInfo = {
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.name = "Frustum",
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.additionalModules = {"ComputeFrustums"},
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.mainModule = "ComputeFrustums",
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.additionalModules = {"ComputeFrustums"},
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.entryPoint = "computeFrustums",
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.rootSignature = frustumLayout,
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};
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@@ -111,9 +111,9 @@ void SkyboxRenderPass::createRenderPass()
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});
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ShaderCreateInfo createInfo = {
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.name = "SkyboxVertex",
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.mainModule = "Skybox",
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.additionalModules = {"Skybox"},
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.name = "SkyboxVertex",
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.entryPoint = "vertexMain",
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};
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vertexShader = graphics->createVertexShader(createInfo);
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@@ -139,7 +139,7 @@ void UIPass::createRenderPass()
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descriptorSet->updateSampler(1, backgroundSampler);
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descriptorSet->writeChanges();
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Gfx::OPipelineLayout pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout->addDescriptorLayout(descriptorLayout);
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pipelineLayout->create();
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@@ -153,7 +153,7 @@ void UIPass::createRenderPass()
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pipelineInfo.vertexShader = vertexShader;
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pipelineInfo.fragmentShader = fragmentShader;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.pipelineLayout = std::move(pipelineLayout);
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pipelineInfo.pipelineLayout = pipelineLayout;
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pipelineInfo.rasterizationState.cullMode = Gfx::SE_CULL_MODE_NONE;
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pipelineInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
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