fixed depth buffering for images
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@@ -200,6 +200,8 @@ void main() {
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.viewports_dynamic_scissors_irrelevant(1)
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// See `vertex_shader`.
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.fragment_shader(fs.main_entry_point(), ())
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.depth_stencil_simple_depth()
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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