fixed depth of field bug with msaa
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@ -1598,6 +1598,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
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RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
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storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
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}
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RD::get_singleton()->draw_command_end_label();
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