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1/ @Apolloknius

@AgileJebrim

Shrink the array over and over until it’s down to a single value. We used to do this with textures to sample the overall luminance for tone mapping, as an example.

2/ @AgileJebrim

@Apolloknius

Need details in relation to the hardware. Assume compute shaders are used, not multiple draw calls of fragment shaders. Those aren’t actually that efficient.