Cleanup high quality reflections shader
Add AMD SSSR, pixel.raytrace.hlsl
Add some extra constants to PerViewConstantBuffer_t
Iterate on SSR
Iterate on SSR
Iterate on SSR
Use actual depth from projection rather than a depth sample for initial fetch
Cleanup
Allow option for downsampling it all in a single pass
Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap
Do mipped downsample of depth buffer for SSR, cleanup code more
Trace through mipchain
Do last frame copy for SSR
Preliminary accumulation, composition and reprojection
Iterate reconstruction and reprojection
Just changing the view angles doesn't imply in confidence change, offset does
Do reprojection with higher precision, use SDF refletions if confidence is low
Better reconstruction and denoising
Reproject from hit position
Bigger reconstruction radius if confidence sucks, avoid fireflies
Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr
Finish reprojection, cleanup entire code, iterate on denoise
Allow MSAA fetch from AddBlitTextureToTargetLayer