perf: improve 3d ray marching performance
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@@ -204,6 +204,13 @@ sample per pixel. When AA is on, `fs_refine` reads that texture and runs the
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reads the refined texture. PNG export (`fs_color`) still supersamples every
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pixel.
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The 3D view (`colorize.wgsl::ray_marching`) sphere-traces the DE height
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field straight from the data texture. It's cheap: rays start on the z = 0
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plane, and most hit within a few steps (about 4 on average). A min-height
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mip pyramid (quadtree height-field tracing) was tried and measured about 3×
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slower, because it needs about 12 costlier steps per ray. Don't reintroduce it.
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Orbiting the camera only re-runs the colourise pass, never iteration.
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While the user is actively panning/zooming, the app renders downscaled with
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AA off (`INTERACT_DOWNSCALE`) and snaps back to full resolution once input
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settles (`INTERACT_SETTLE`).
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