pub fn position_texture(
rd: &mut Gd<RenderingDevice>,
sink: &Arc<dyn RidSink>,
width: u32,
height: u32,
) -> RdTextureExpand description
RGBA32F storage texture (compute writes world positions, material samples).
One texel per vertex: the surface material reads VERTEX from here because a
spatial shader cannot sample the verts storage buffer the readback uses.