Fix SSR with HiZ on WebGPU on Android device when R32_Float cannnot be sampled
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@@ -275,15 +275,13 @@ GPUTexture* ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPU
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context->UpdateCB(cb, &data);
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context->BindCB(0, cb);
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// Bind GBuffer inputs
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context->BindSR(0, buffers->GBuffer0);
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context->BindSR(1, buffers->GBuffer1);
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context->BindSR(2, buffers->GBuffer2);
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context->BindSR(3, depthBufferTrace);
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// Combine pass
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{
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PROFILE_GPU("Combine");
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context->BindSR(0, buffers->GBuffer0);
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context->BindSR(1, buffers->GBuffer1);
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context->BindSR(2, buffers->GBuffer2);
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context->BindSR(3, buffers->DepthBuffer);
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context->BindSR(TEXTURE0, lightBuffer);
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context->BindSR(TEXTURE1, reflectionsRT);
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context->BindSR(TEXTURE2, _preIntegratedGF->GetTexture());
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@@ -328,6 +326,7 @@ GPUTexture* ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPU
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PROFILE_GPU("RayTrace");
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context->SetViewportAndScissors((float)traceWidth, (float)traceHeight);
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context->SetRenderTarget(*traceBuffer);
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context->BindSR(3, depthBufferTrace);
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context->BindSR(TEXTURE0, colorBuffer0->View());
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if (useGlobalSurfaceAtlas)
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{
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