More refactoring
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@@ -144,8 +144,8 @@ void DepthPrepass::publishOutputs()
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TextureCreateInfo depthBufferInfo;
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// If we render to a part of an image, the depth buffer itself must
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// still match the size of the whole image or their coordinate systems go out of sync
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depthBufferInfo.width = viewport->getOwner()->getSizeX();
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depthBufferInfo.height = viewport->getOwner()->getSizeY();
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depthBufferInfo.width = viewport->getOwner()->getWidth();
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depthBufferInfo.height = viewport->getOwner()->getHeight();
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depthBufferInfo.format = Gfx::SE_FORMAT_D32_SFLOAT;
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depthBufferInfo.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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depthBuffer = graphics->createTexture2D(depthBufferInfo);
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