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This is the version that’s used when sufficient storage buffers aren’t
available and consequently when light probes aren’t clustered. It simply does
a brute force search of all light probes. Because platforms without
sufficient SSBO bindings typically lack bindless shaders, there will usually
only be one of each type of light probe present anyway.
Note that, theoretically, multiple light probes can affect a fragment, and
the caller is generally expected to blend their influences together in a
weighted sum. In practice, this version of light_probe_iterator_next is
used on platforms that lack bindless shaders, so there will only be at most
one light probe that affects the current fragment in the first place.
Light probe iterators yield values of this type. Note that multiple light probes can affect a single fragment.