fix for rendering on blillboards on macos
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@ -961,7 +961,7 @@ pub const Renderer = struct {
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var depthTarget = std.mem.zeroInit(gpu.GPUDepthStencilTargetInfo, .{
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.texture = self.depthTexture,
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.load_op = .loadopLoad,
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.store_op = .storeopDontCare,
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.store_op = .storeopStore,
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.stencil_load_op = .loadopDontCare,
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.stencil_store_op = .storeopDontCare,
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.clear_depth = 1.0,
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