Integrating up through commit 90f050496
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@@ -37,15 +37,10 @@ namespace AZ
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{
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FullscreenTrianglePass::Init();
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AZ_Assert(m_shaderResourceGroup, "DepthOfFieldMaskPass %s has a null shader resource group when calling Init.", GetPathName().GetCStr());
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if (m_shaderResourceGroup)
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{
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m_blendFactorIndex = m_shaderResourceGroup->FindShaderInputConstantIndex(Name("m_blendFactor"));
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m_inputResolutionInverseIndex = m_shaderResourceGroup->FindShaderInputConstantIndex(Name("m_inputResolutionInverse"));
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m_radiusMinIndex = m_shaderResourceGroup->FindShaderInputConstantIndex(Name("m_radiusMin"));
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m_radiusMaxIndex = m_shaderResourceGroup->FindShaderInputConstantIndex(Name("m_radiusMax"));
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}
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m_blendFactorIndex.Reset();
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m_inputResolutionInverseIndex.Reset();
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m_radiusMinIndex.Reset();
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m_radiusMaxIndex.Reset();
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}
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void DepthOfFieldMaskPass::FrameBeginInternal(FramePrepareParams params)
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