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or we can perhaps disable any post-effects that require depth.
This would make development and debugging for users a difficulty. Not all users have access to IE11, also in engine, pretty much all features have a fallback, so this very likely shouldn't be an exception. If fallback has a slow path - that is different story, but at least it works as expected.
At the moment on WebGl1 platforms, we re-render World layer to a Depth texture to give post-processing and similar give access to scene's depth.
WebGl1 implements mentioned WEBGL_depth_texture extension: https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
and based on this, we can pretty much take it for granted on all devices:
https://webgl2fundamentals.org/webgl/lessons/webgl1-to-webgl2.html
This could be a considerable performance gain in some cases.
Note - it's not supported by IE11 .. we can keep the old path for this, or we can perhaps disable any post-effects that require depth.
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