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[vulkan] Run sky surfaces through the depth pass
I suspect this is a hold-over from before the bsp thread safety changes, but with the nicely separated queues, it's easy to pass the sky surfaces through the depth pass as well as the translucency pass (I think the reason for that is lighting). This prevents bits of world being seen through sky surfaces when the sky isn't fully opaque (like skysheet due to the shortcuts in the shader).
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@ -1086,6 +1086,7 @@ Vulkan_DrawWorld (qfv_renderframe_t *rFrame)
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__auto_type pass = &bctx->main_pass;
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pass->textures = 0;
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draw_queue (pass, 0, layout, device, bframe->cmdSet.a[QFV_bspDepth]);
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draw_queue (pass, 1, layout, device, bframe->cmdSet.a[QFV_bspDepth]);
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pass->textures = &bctx->registered_textures;
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draw_queue (pass, 0, layout, device, bframe->cmdSet.a[QFV_bspGBuffer]);
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bsp_end (ctx);
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