diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp b/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp index 0de5af17..7ecd92d2 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp +++ b/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp @@ -185,10 +185,6 @@ namespace SHADE gBufferWriteSubpass->AddColorOutput("Entity ID"); gBufferWriteSubpass->AddDepthOutput("Depth Buffer", SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL); - // We do this to just transition our scene layout to shader read - //auto sceneLayoutTransitionSubpass = node->AddSubpass("Scene Layout Transition"); - //sceneLayoutTransitionSubpass->AddGeneralInput("Scene"); - auto greyscale = shaderModuleLibrary.GetShaderModule("KirschCs.glsl"); node->AddNodeCompute (greyscale, {"Scene Pre-Process", "Scene"});