Add RenderBuffers::LinkedCustomBuffers to reuse main game viewport rendered state (eg. GI) in sub-rendered view
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@@ -117,6 +117,3 @@ PACK_STRUCT(struct ProbeData {
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// Default format for the shadow map textures
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#define SHADOW_MAPS_FORMAT PixelFormat::D16_UNorm
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// Material distortion offsets output pass (material uses PS_Distortion, ForwardPass resolves the offsets)
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#define Distortion_Pass_Output_Format PixelFormat::R8G8B8A8_UNorm
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