Update RenderPath3D_Deferred.cpp
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@@ -209,7 +209,7 @@ void RenderPath3D_Deferred::Render() const
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device->BindViewports(1, &vp, cmd);
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device->BindResource(PS, getSSAOEnabled() ? &rtSSAO[0] : wiTextureHelper::getWhite(), TEXSLOT_RENDERPATH_SSAO, cmd);
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device->BindResource(PS, getSSREnabled() ? &rtSSR : wiTextureHelper::getTransparent(), TEXSLOT_RENDERPATH_SSR, cmd);
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device->BindResource(PS, getSSREnabled() ? &rtStochasticSSR : wiTextureHelper::getTransparent(), TEXSLOT_RENDERPATH_SSR, cmd);
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wiRenderer::DrawDeferredLights(wiRenderer::GetCamera(), depthBuffer_Copy, rtGBuffer[0], rtGBuffer[1], rtGBuffer[2], cmd);
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device->RenderPassEnd(cmd);
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@@ -227,7 +227,7 @@ void RenderPath3D_Deferred::Render() const
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RenderDeferredComposition(cmd);
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RenderSSR(rtDeferred, rtGBuffer[1], cmd);
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RenderStochasticSSR(rtDeferred, rtGBuffer[0], rtGBuffer[1], rtGBuffer[2], cmd);
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DownsampleDepthBuffer(cmd);
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