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@@ -542,9 +542,6 @@ namespace bs { namespace ct
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gbuffer.roughMetal = gbufferNode->roughMetalTex->texture;
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gbuffer.depth = sceneDepthNode->depthTex->texture;
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- RenderAPI& rapi = RenderAPI::instance();
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- rapi.setRenderTarget(output->renderTarget, FBT_DEPTH | FBT_STENCIL, RT_COLOR0 | RT_DEPTH_STENCIL);
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-
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const VisibleLightData& lightData = inputs.viewGroup.getVisibleLightData();
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SPtr<GpuBuffer> flattenedLightAccumBuffer;
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if (output->flattenedLightAccumBuffer)
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