Fix: EEVEE: Transparent pass break AO pass
This was caused by bad ordering. AO pass should only include Dithered objects. Fix #123393
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@@ -141,7 +141,7 @@ void ShadingView::render()
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inst_.volume.draw_compute(main_view_, extent_);
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// inst_.lookdev.render_overlay(view_fb_);
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inst_.ambient_occlusion.render_pass(render_view_);
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inst_.pipelines.forward.render(render_view_, prepass_fb_, combined_fb_, extent_);
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@@ -154,8 +154,6 @@ void ShadingView::render()
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inst_.sphere_probes.viewport_draw(render_view_, combined_fb_);
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inst_.planar_probes.viewport_draw(render_view_, combined_fb_);
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inst_.ambient_occlusion.render_pass(render_view_);
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GPUTexture *combined_final_tx = render_postfx(rbufs.combined_tx);
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inst_.film.accumulate(jitter_view_, combined_final_tx);
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