Implemented basic occlusions queries
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@@ -55,7 +55,7 @@ struct ShaderPermutation {
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uint8 hasTaskShader;
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uint8 useMaterial;
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uint8 positionOnly;
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uint8 viewCulling;
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uint8 depthCulling;
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uint8 visibilityPass;
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// TODO: lightmapping etc
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ShaderPermutation() { std::memset(this, 0, sizeof(ShaderPermutation)); }
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@@ -89,7 +89,7 @@ struct ShaderPermutation {
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strncpy(materialName, name.data(), sizeof(materialName));
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}
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void setPositionOnly(bool enable) { positionOnly = enable; }
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void setViewCulling(bool enable) { viewCulling = enable; }
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void setDepthCulling(bool enable) { depthCulling = enable; }
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void setVisibilityPass(bool enable) { visibilityPass = enable; }
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};
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// Hashed ShaderPermutation for fast lookup
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