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en/Building_a_Simple_Engine/Mobile_Development/04_rendering_approaches.adoc
@@ -183,9 +183,9 @@ Proper depth testing is crucial for TBR performance:
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* *Avoid Operations That Disable Early-Z*: The following operations can prevent effective early depth testing:
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- Using the discard instruction in fragment shaders
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- - Writing to gl_FragDepth explicitly
+ - Writing to gl_FragDepth (GLSL) SV_Depth (slang) explicitly
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- Using storage images or storage buffers
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- - Using gl_SampleMask
+ - Using gl_SampleMask (GLSL explicit way to turn on/off specific pixels)
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- Enabling both depth bounds and depth write
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- Enabling both blending and depth write
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