More refactoring
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@@ -61,8 +61,8 @@ void UIPass::endFrame()
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void UIPass::publishOutputs()
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{
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TextureCreateInfo depthBufferInfo = {
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.width = viewport->getSizeX(),
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.height = viewport->getSizeY(),
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.width = viewport->getWidth(),
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.height = viewport->getHeight(),
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
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};
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@@ -74,8 +74,8 @@ void UIPass::publishOutputs()
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resources->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment);
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TextureCreateInfo colorBufferInfo = {
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.width = viewport->getSizeX(),
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.height = viewport->getSizeY(),
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.width = viewport->getWidth(),
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.height = viewport->getHeight(),
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.format = Gfx::SE_FORMAT_R16G16B16A16_SFLOAT,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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};
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