Porting to a famous blue platform
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@@ -201,6 +201,7 @@ bool DeferredMaterialShader::Load()
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psDesc.DepthWriteEnable = true;
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psDesc.DepthEnable = true;
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psDesc.DepthFunc = ComparisonFunc::Less;
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psDesc.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::None;
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psDesc.HS = nullptr;
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psDesc.DS = nullptr;
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GPUShaderProgramVS* instancedDepthPassVS;
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