Removed some commented code
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@ -185,10 +185,6 @@ namespace SHADE
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gBufferWriteSubpass->AddColorOutput("Entity ID");
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gBufferWriteSubpass->AddDepthOutput("Depth Buffer", SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL);
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// We do this to just transition our scene layout to shader read
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//auto sceneLayoutTransitionSubpass = node->AddSubpass("Scene Layout Transition");
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//sceneLayoutTransitionSubpass->AddGeneralInput("Scene");
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auto greyscale = shaderModuleLibrary.GetShaderModule("KirschCs.glsl");
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node->AddNodeCompute (greyscale, {"Scene Pre-Process", "Scene"});
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