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Seeing as #15 is non-viable for now, the prepass could be put to better use by building the SDF equivalent of the basic depth shader. This would allow the fragment shader to skip raymarching entirely when the prepass is enabled, putting its implementation more in line with a regular geometry-based fragment shader beyond the initial texture read.
The text was updated successfully, but these errors were encountered:
Seeing as #15 is non-viable for now, the prepass could be put to better use by building the SDF equivalent of the basic depth shader. This would allow the fragment shader to skip raymarching entirely when the prepass is enabled, putting its implementation more in line with a regular geometry-based fragment shader beyond the initial texture read.
The text was updated successfully, but these errors were encountered: