Now able to import stuff properly
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@@ -99,7 +99,7 @@ void BasePass::render()
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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@@ -112,7 +112,7 @@ void BasePass::render()
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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@@ -79,7 +79,7 @@ void DepthPrepass::render()
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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@@ -92,7 +92,7 @@ void DepthPrepass::render()
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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//pipelineInfo.depthStencilState.depthWriteEnable = false;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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@@ -147,7 +147,6 @@ void DepthPrepass::publishOutputs()
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Gfx::RenderTargetAttachment(depthBuffer,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_GENERAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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depthAttachment.clear.depthStencil.depth = 1.0f;
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resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
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}
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@@ -76,7 +76,6 @@ void UIPass::publishOutputs()
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Gfx::RenderTargetAttachment(depthBuffer,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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depthAttachment.clear.depthStencil.depth = 1.0f;
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resources->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment);
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TextureCreateInfo colorBufferInfo = {
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