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WIP: Update depth buffer with parallax mapping result #8486

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@nicopap nicopap commented Apr 25, 2023

Objective

The current parallax mapping implementation doesn't play well with depth-based feature, since it only updates the fragment color in the main pass.

Effects that depend on depth will not work properly. This includes existing and future rendering features, such as:

  • Shadow mapping
  • Screen space ambient occlusion
  • Fog
  • Temporal anti-aliasing
  • Screen space reflection
  • etc.

Solution

We update pbr_prepass to account for depth evaluated by parallax mapping

TODO

Everything is broken, the code is full of debug stuff 😅

@nicopap nicopap added C-Feature A new feature, making something new possible A-Rendering Drawing game state to the screen labels Apr 25, 2023
@BenjaminBrienen BenjaminBrienen added D-Modest A "normal" level of difficulty; suitable for simple features or challenging fixes S-Waiting-on-Author The author needs to make changes or address concerns before this can be merged labels Jan 22, 2025
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Labels
A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible D-Modest A "normal" level of difficulty; suitable for simple features or challenging fixes S-Waiting-on-Author The author needs to make changes or address concerns before this can be merged
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