adding directional light actor
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@@ -154,10 +154,10 @@ void BasePass::render()
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, directLightBuffer);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, numDirLightBuffer);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(2, pointLightBuffer);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(3, numPointLightBuffer);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, passData.lightEnv.directionalLights);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, passData.lightEnv.numDirectional);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(2, passData.lightEnv.pointLights);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(3, passData.lightEnv.numPoints);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(4, oLightIndexList);
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descriptorSets[INDEX_LIGHT_ENV]->updateTexture(5, oLightGrid);
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descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
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@@ -186,11 +186,7 @@ void BasePass::publishOutputs()
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}
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void BasePass::createRenderPass()
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{
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directLightBuffer = resources->requestBuffer("DIRECTIONAL_LIGHTS");
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pointLightBuffer = resources->requestBuffer("POINT_LIGHTS");
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numDirLightBuffer = resources->requestUniform("NUM_DIRECTIONAL_LIGHTS");
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numPointLightBuffer = resources->requestUniform("NUM_POINT_LIGHTS");
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{
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Gfx::PRenderTargetAttachment depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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colorAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR;
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