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adding custom pipeline for water (what a journey to do so...)
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@@ -41,11 +41,11 @@ namespace Scop
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pipeline_descriptor.vertex_shader = p_vertex_shader;
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pipeline_descriptor.fragment_shader = scene.GetDescription().post_process_shader;
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pipeline_descriptor.color_attachments = { &m_render_texture };
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pipeline_descriptor.culling = VK_CULL_MODE_NONE;
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pipeline_descriptor.culling = CullMode::None;
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pipeline_descriptor.clear_color_attachments = false;
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pipeline_descriptor.no_vertex_inputs = true;
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pipeline_descriptor.name = "post_process_pass_pipeline";
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m_pipeline.Init(pipeline_descriptor);
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m_pipeline.Init(std::move(pipeline_descriptor));
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}
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VkCommandBuffer cmd = renderer.GetActiveCommandBuffer();
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