Fix render pass resource checking
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@@ -245,7 +245,7 @@ void MotionBlurPass::RenderDebug(RenderContext& renderContext, GPUTextureView* f
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{
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auto context = GPUDevice::Instance->GetMainContext();
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const auto motionVectors = renderContext.Buffers->MotionVectors;
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if (!motionVectors->IsAllocated() || setupResources())
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if (!motionVectors->IsAllocated() || checkIfSkipPass())
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{
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context->Draw(frame);
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return;
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