Porting to a famous blue platform
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@@ -375,6 +375,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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RENDER_TARGET_POOL_SET_NAME(bloomBuffer1, "PostProcessing.Bloom");
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RENDER_TARGET_POOL_SET_NAME(bloomBuffer2, "PostProcessing.Bloom");
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// TODO: skip this clear? or do it at once for the whole textures (2 calls instead of per-mip)
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for (int32 mip = 0; mip < bloomMipCount; mip++)
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{
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context->Clear(bloomBuffer1->View(0, mip), Color::Transparent);
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