Fix half res depth buffer regression from 192d3d1a8e
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@@ -350,8 +350,11 @@ void ReflectionsPass::Render(RenderContext& renderContext, GPUTextureView* light
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sphereMesh.Render(context);
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}
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// Cleanup
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context->UnBindSR(4);
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context->ResetRenderTarget();
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if (_depthBounds)
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context->SetDepthBounds(0, 1);
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}
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// Screen Space Reflections pass
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