Refactoring camera
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@@ -123,7 +123,7 @@ ToneMappingPass::ToneMappingPass(Gfx::PGraphics graphics) : RenderPass(graphics)
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ToneMappingPass::~ToneMappingPass() {}
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void ToneMappingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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void ToneMappingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) { RenderPass::beginFrame(cam, transform); }
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void ToneMappingPass::render() {
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hdrInputTexture.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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