Graphics/ForwardFramePipeline: Handle material invalidation correctly
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@@ -87,6 +87,7 @@ namespace Nz
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RenderQueue<RenderElement*> depthPrepassRenderQueue;
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RenderQueue<RenderElement*> forwardRenderQueue;
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ShaderBindingPtr blitShaderBinding;
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bool prepare = true;
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bool rebuildDepthPrepass = true;
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bool rebuildForwardPass = true;
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};
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