Closed Anecoz closed 11 months ago
They are currently all individually named in some shaders, resulting in code such as this:
float sampleHiZ(vec2 coords, uint level) { float ret = 1.0; if (level == 0) { ret = texture(hiZ64, coords).r; } else if (level == 1) { ret = texture(hiZ32, coords).r; } else if (level == 2) { ret = texture(hiZ16, coords).r; } else if (level == 3) { ret = texture(hiZ8, coords).r; } else if (level == 4) { ret = texture(hiZ4, coords).r; } else if (level == 5 || level == 6) { ret = texture(hiZ2, coords).r; } return ret; }
Since we now have support for descriptor arrays, they should live in arrays.
They are currently all individually named in some shaders, resulting in code such as this:
Since we now have support for descriptor arrays, they should live in arrays.