Validation layer says the fragment shader library needs to know the multisampling sample count
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@ -908,6 +908,8 @@ void VkRenderPassSetup::AddFragmentShader(GraphicsPipelineBuilder& builder, cons
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builder.DepthStencilEnable(key.DepthTest, key.DepthWrite, key.StencilTest);
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builder.DepthFunc(depthfunc2vk[key.DepthFunc]);
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builder.Stencil(VK_STENCIL_OP_KEEP, op2vk[key.StencilPassOp], VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
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builder.RasterizationSamples((VkSampleCountFlagBits)PassKey.Samples);
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}
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void VkRenderPassSetup::AddFragmentOutputInterface(GraphicsPipelineBuilder& builder, FRenderStyle renderStyle, VkColorComponentFlags colorMask)
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