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Support raymarching distance in prepass, shading in main pass #16

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@ProfLander

Seeing as #15 is non-viable for now, the prepass could be put to better use by building the SDF equivalent of the basic depth shader. This would allow the fragment shader to skip raymarching entirely when the prepass is enabled, putting its implementation more in line with a regular geometry-based fragment shader beyond the initial texture read.

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