Fixing debug pass
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@@ -40,10 +40,6 @@ void DepthPrepass::beginFrame(const Component::Camera& cam)
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void DepthPrepass::render()
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{
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depthAttachment->getTexture()->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
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Gfx::ShaderPermutation permutation;
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if(graphics->supportMeshShading())
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{
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