painfully diagnosed a performance hit with vxgi from one line being commented out (and a bug from eyepos being wrong)
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@ -118,7 +118,7 @@
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"gui": true,
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"vsync": true, // vsync on vulkan side rather than engine-side
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"hdr": true,
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"vxgi": false, // to-do: fix issues
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"vxgi": true, // to-do: fix issues
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"culling": false,
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"bloom": false,
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"dof": false,
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@ -209,7 +209,7 @@ void populateSurface() {
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const vec3 far3 = far4.xyz / far4.w;
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surface.ray.direction = normalize( far3 - near3 );
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surface.ray.origin = near3.xyz; // eyePos.xyz
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surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz; // near3.xyz; // eyePos.xyz
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depth = IMAGE_LOAD(samplerDepth).r;
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@ -1275,9 +1275,9 @@ void ext::ExtSceneBehavior::bindBuffers( uf::Object& self, uf::renderer::Graphic
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}
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if ( shouldUpdate ) {
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// graphic.updatePipelines();
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// graphic.update();
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graphic.update();
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renderMode.rebuild = true;
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// metadata.shader.invalidated = false;
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metadata.shader.invalidated = false;
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}
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if ( !graphic.material.hasShader(shaderType, shaderPipeline) ) {
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