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core/gpu: depth-only passes can include fragment shader;
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@ -1591,7 +1591,7 @@ bool gpu_pipeline_init_graphics(gpu_pipeline* pipeline, gpu_pipeline_info* info)
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.pData = (const void*) constants
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};
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uint32_t stageCount = info->shader->handles[1] && info->pass->colorCount > 0 ? 2 : 1;
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uint32_t stageCount = info->shader->handles[1] ? 2 : 1;
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VkPipelineShaderStageCreateInfo shaders[2] = {
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{
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