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Fixing the debug of shadow frustum for real
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1 changed files with 1 additions and 1 deletions
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@ -249,7 +249,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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// Debugging task is happening in the "over" layer after tone mapping and just before HUD
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// Debugging task is happening in the "over" layer after tone mapping and just before HUD
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{ // Debug the bounds of the rendered items, still look at the zbuffer
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{ // Debug the bounds of the rendered items, still look at the zbuffer
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const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionFramebuffer, scatteringResource, velocityBuffer);
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const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionFramebuffer, scatteringResource, velocityBuffer);
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const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs.get2(), lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers,
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const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, shadowTaskOutputs, lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers,
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deferredFrameTransform, jitter, lightingModel).asVarying();
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deferredFrameTransform, jitter, lightingModel).asVarying();
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task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs);
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task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs);
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}
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}
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