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Hi unconed!

these are very good points, with my attempt the only run-time polymorphism is a switch inside a shader. Maybe we can exploit the pipeline constants and then branch on them, still feels like a hack, but could work for a poor man approach.

I have never done advanced/modern rendering things, just 2D/vector/sdfs and hacks, but your comment is food for thought, in that in this level of abstraction these are somewhat open problems.



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