Fixes for SSAO and SSR
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@@ -362,15 +362,6 @@ void ReflectionsPass::Render(RenderContext& renderContext, GPUTextureView* light
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{
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ScreenSpaceReflectionsPass::Instance()->Render(renderContext, *reflectionsBuffer, lightBuffer);
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context->SetViewportAndScissors(renderContext.Task->GetViewport());
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/*
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// DEBUG_CODE
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context->RestoreViewport();
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context->SetRenderTarget(output);
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context->Draw(reflectionsRT);
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return;
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// DEBUG_CODE
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*/
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}
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if (renderContext.View.Mode == ViewMode::Reflections)
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