Fix depth issues for direct3d12
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@@ -111,7 +111,7 @@ class RenderPathPreview {
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}
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path.drawShader("deferred_light/deferred_light/deferred_light");
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#if (!kha_opengl && !kha_direct3d12)
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#if (!kha_opengl)
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path.setDepthFrom("mtex", "mgbuffer0"); // Bind depth for world pass
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#end
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@@ -120,7 +120,7 @@ class RenderPathPreview {
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path.drawSkydome("world_pass/world_pass/world_pass");
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#end
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#if (!kha_opengl && !kha_direct3d12)
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#if (!kha_opengl)
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path.setDepthFrom("mtex", "mgbuffer1"); // Unbind depth
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#end
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@@ -164,14 +164,14 @@ class RenderPathPreview {
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}
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path.drawShader("deferred_light/deferred_light/deferred_light");
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#if (!kha_opengl && !kha_direct3d12)
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#if (!kha_opengl)
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path.setDepthFrom("tex", "gbuffer0"); // Bind depth for world pass
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#end
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path.setTarget("tex");
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path.drawSkydome("world_pass/world_pass/world_pass");
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#if (!kha_opengl && !kha_direct3d12)
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#if (!kha_opengl)
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path.setDepthFrom("tex", "gbuffer1"); // Unbind depth
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#end
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