Moved world space reflections to a SSBO!! Now they have all the details of the world, but the only issue (which I suppose I couldn’t notice with the lower quality ones before), is 3D models for blocks, since they cannot be voxelized. By moving the reflections to a SSBO in gbuffers_terrain, I was able to get normal shadow mapping back as well! Also I made VRAM storage more efficient - nvm just did the math and using 8 4k textures in RGBA16F was actually more efficient at 1.06gb while the current SSBO requires 1.6gb, but also the 8 4k textures could only store one block face, while the SSBO stores all 6, so if anything, the new SSBO method if I only gave it the same rigor as my setup before, is around 0.27gb of VRAM, way more compressed.
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