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Vulkan ray tracing: shade the heightmap terrain from its layers; longer default SSR range
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@@ -97,12 +97,14 @@ constexpr std::uint32_t POST_EXPOSURE_SSBO = 4;
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constexpr std::uint32_t COMPUTE_SET = 1;
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// the ray traced reflections (gfx.raytracing, vk14::ray_tracing): set 2 of the pipelines of the scene, one for each frame in flight,
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// written with the frame: the acceleration structure of the scenery around the camera, the records of its instances, and the
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// textures they read (an array of as many as the device allows, partly bound, the last binding)
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// written with the frame: the acceleration structure of the scenery around the camera, the records of its instances, the layers
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// of the heightmap terrain (the texture array of their diffuse maps, partly bound) and the textures they read (an array of as many
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// as the device allows, partly bound, the last binding)
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constexpr std::uint32_t RT_SET = 2;
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constexpr std::uint32_t RT_SCENE = 0;
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constexpr std::uint32_t RT_RECORDS = 1;
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constexpr std::uint32_t RT_TEXTURES = 2;
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constexpr std::uint32_t RT_TERRAIN = 2;
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constexpr std::uint32_t RT_TEXTURES = 3;
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// the push constants of the graphics pipelines of the scene and of the post-processing (vk14::draw_constants): the draw, and
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// the parameters of the special shaders (the celestial bodies, the post-processing)
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