Enabled depth clipping in SDL
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@@ -183,6 +183,7 @@ create_backdrop :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window) -> (pipelin
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vertex_shader = fullscreen_vert,
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fragment_shader = downsample_frag,
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primitive_type = .TRIANGLELIST,
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rasterizer_state = sdl.GPURasterizerState{enable_depth_clip = true},
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multisample_state = sdl.GPUMultisampleState{sample_count = ._1},
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target_info = sdl.GPUGraphicsPipelineTargetInfo {
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color_target_descriptions = &downsample_target,
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@@ -223,6 +224,7 @@ create_backdrop :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window) -> (pipelin
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vertex_shader = blur_vert,
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fragment_shader = blur_frag,
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primitive_type = .TRIANGLELIST,
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rasterizer_state = sdl.GPURasterizerState{enable_depth_clip = true},
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multisample_state = sdl.GPUMultisampleState{sample_count = ._1},
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target_info = sdl.GPUGraphicsPipelineTargetInfo {
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color_target_descriptions = &blur_target,
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@@ -245,6 +245,7 @@ create_core_2d :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window) -> (core_2d:
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vertex_shader = vert_shader,
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fragment_shader = frag_shader,
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primitive_type = .TRIANGLELIST,
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rasterizer_state = sdl.GPURasterizerState{enable_depth_clip = true},
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multisample_state = sdl.GPUMultisampleState{sample_count = ._1},
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target_info = sdl.GPUGraphicsPipelineTargetInfo {
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color_target_descriptions = &sdl.GPUColorTargetDescription {
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