Squash commit of SSR and Denoiser work
Reimplement Min/Max downsample for new shader
Do alpha denoising for DNSR reprojection pass
Alpha denoising on the other passes
Finish temporal alpha denoising
Track reflection gbuffer history so that denoiser knows when to use mirror reflections
Fix NaN rays on high quality reflections tracing
Test for SSR on water
Add contact hardening for DNSR reflections
https://i.imgur.com/PHaZgQv.png
Test for saving downsampled depth history, might not be necessary, redo convoluted multiple-layers downsample with a simple call to our downsample function call
Iterate SSR, fix reprojection
Enhance contact hardening for radiance history, drift encoded normals a bit so that normals facing down don't get encoded incorrectly, improve temporal stability factor
Some adjustments for contact hardening and compiled shaders
Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2
Force special case for water cubemap blending for now
More aggressive contact hardening
Compile optimized shaders
Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird
Do edge gap hardening on prefilter pass
Allow for configurable sample count with r_high_quality_reflections_sample_count