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Replace cubemap scenery reflections with SSR, add Vulkan ray traced reflections
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@@ -139,6 +139,8 @@ struct resources
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// the thread of the renderer: the content given by other threads waits for it (update_from_memory())
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std::thread::id thread;
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pending_textures *pending{nullptr};
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// the ray tracing is on (gfx.raytracing): the geometry is built into acceleration structures and read by its device address
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bool raytracing{false};
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};
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// the vulkan format of the data of a texture and how the data has to be changed for it
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