Adding cached depth renderpass
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@@ -7,8 +7,12 @@
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#include "System/LightGather.h"
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#include "System/MeshUpdater.h"
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#include "System/CameraUpdater.h"
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#include "Graphics/Vulkan/Graphics.h"
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#include "Graphics/Vulkan/Allocator.h"
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#include "Graphics/RenderPass/CachedDepthPass.h"
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#include "Graphics/RenderPass/DepthPrepass.h"
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#include "Graphics/RenderPass/LightCullingPass.h"
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#include "Graphics/RenderPass/BasePass.h"
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#include "Graphics/RenderPass/SkyboxRenderPass.h"
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#include "Graphics/RenderPass/DebugPass.h"
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using namespace Seele;
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@@ -22,10 +26,9 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
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, gameInterface(dllPath)
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{
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reloadGame();
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//renderGraph.addPass(new StaticDepthPrepass(graphics, scene));
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renderGraph.addPass(new CachedDepthPass(graphics, scene));
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renderGraph.addPass(new DepthPrepass(graphics, scene));
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renderGraph.addPass(new LightCullingPass(graphics, scene));
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//renderGraph.addPass(new StaticBasePass(graphics, scene));
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renderGraph.addPass(new BasePass(graphics, scene));
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renderGraph.addPass(new DebugPass(graphics, scene));
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//renderGraph.addPass(new SkyboxRenderPass(graphics, scene));
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