I'm working on this volume renderer (soon package) for Godot 3.1. I want to add a denoiser, but I will need to pass the current depth buffer/texture to it. I can't just use the built-in
DEPTH_TEXTURE in the shader as the shader is used in a different world; thus the texture from it would be totally wrong so that leads to my question above. Do you think you can help me out here?