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Water refraction - changed PF_R16F_FILTER to PF_R16F as it is always point sampled (if there is any different between those two on any RHI...)
#rb none #ROBOMERGE-SOURCE: CL 9142244 via CL 9142250 via CL 9142258 #ROBOMERGE-BOT: (v443-9013191) [CL 9142266 by krzysztof narkowicz in Main branch]
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@@ -436,7 +436,7 @@ void FDeferredShadingSceneRenderer::CopySingleLayerWaterTextures(FRHICommandList
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FPooledRenderTargetDesc ColorDesc(FPooledRenderTargetDesc::Create2DDesc(RefractionResolution, SceneContext.GetSceneColorFormat(), SceneContext.GetDefaultColorClear(), TexCreate_None, TexCreate_RenderTargetable, false));
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GRenderTargetPool.FindFreeElement(RHICmdList, ColorDesc, PassData.SceneColorWithoutSingleLayerWater, TEXT("SceneColorWithoutSingleLayerWater"));
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FPooledRenderTargetDesc DepthDesc(FPooledRenderTargetDesc::Create2DDesc(RefractionResolution, GSingleLayerWaterRefractionFullPrecision ? PF_R32_FLOAT : PF_R16F_FILTER, SceneContext.GetDefaultColorClear(), TexCreate_None, TexCreate_RenderTargetable, false));
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FPooledRenderTargetDesc DepthDesc(FPooledRenderTargetDesc::Create2DDesc(RefractionResolution, GSingleLayerWaterRefractionFullPrecision ? PF_R32_FLOAT : PF_R16F, SceneContext.GetDefaultColorClear(), TexCreate_None, TexCreate_RenderTargetable, false));
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GRenderTargetPool.FindFreeElement(RHICmdList, DepthDesc, PassData.SceneDepthWithoutSingleLayerWater, TEXT("SceneDepthWithoutSingleLayerWater"));
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// For now support only the 1st view
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