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Added initial Markdown for multisampling chapter.
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09_Generating_Mipmaps.md

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This is how higher mip levels will be used when objects are further away from the camera.
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## Conclusion
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It has taken a lot of work to get to this point, but now you finally have a good
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base for a Vulkan program. The knowledge of the basic principles of Vulkan that
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you now possess should be sufficient to start exploring more of the features,
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like:
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* Push constants
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* Instanced rendering
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* Dynamic uniforms
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* Separate images and sampler descriptors
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* Pipeline cache
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* Multi-threaded command buffer generation
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* Multiple subpasses
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* Compute shaders
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The current program can be extended in many ways, like adding Blinn-Phong
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lighting, post-processing effects and shadow mapping. You should be able to
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learn how these effects work from tutorials for other APIs, because despite
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Vulkan's explicitness, many concepts still work the same.
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[C++ code](/code/28_mipmapping.cpp) /
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[Vertex shader](/code/26_shader_depth.vert) /
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[Fragment shader](/code/26_shader_depth.frag)

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