Function light_tiling_compute_tile_min_and_max_depth

Source
pub fn light_tiling_compute_tile_min_and_max_depth(
    lighting_slab: &mut [u32],
    depth_texture: &DepthImage2d,
    global_id: UVec3,
)
Expand description

Compute the min and max depth value for a tile.

This shader must be called once for each fragment in the depth texture.