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…rm. profiled some more reduced CPU overhead, implement Hi-Z Culling for indirect VOB drawing
…4 and adding dithering, ensure clamping behavior for Godray zoom
…oding, do "sky" tests usind depth copy
…certain vobs, like the doors in irdorath or some things in pirates camp.
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implements a Texture atlas approach for World mesh and static VOBs
On Top of Atlas support:
removed many matrix multiplications from pixelshaders and simplified world-from-depth in shaders.
prepare some abstractions to ease migration to dx12 at some point in the future.
started to reduce the weight of D3D11GraphicsEngine by moving some parts of specific renderpasses into separate classes.
increase normalmap precision while keeping them 32bpp using octahedral encoding.
implement dithering for god rays, increase god rays sample count to reduce banding artifacts on low standing sunsets/rises
many more things, will update this PR description shortly.