Working on visibility pass
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@@ -21,6 +21,8 @@ private:
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Gfx::OTexture2D depthBuffer;
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Gfx::OTexture2D visibilityBuffer;
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Gfx::OPipelineLayout depthPrepassLayout;
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Gfx::PShaderBuffer cullingBuffer;
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};
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DEFINE_REF(CachedDepthPass)
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}
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