Reverse depth is now working in the shadow pass
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@@ -114,7 +114,6 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
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.mipLodBias = 0.0f,
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.maxAnisotropy = 1.0f,
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.minLod = 0.0f,
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.maxLod = 1.0f,
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.borderColor = Gfx::SE_BORDER_COLOR_FLOAT_OPAQUE_WHITE,
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});
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}
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