Why iterator 3 times to build sdf base data in RenderForwardClustered::_render_sdfgi()

Godot Version

4.2.2-stable

Question

why iterator 3 times to build sdf base data in RenderForwardClustered::_render_sdfgi()?I think just one time is enough.

The iterators go over each axis in 3d. Hence the 3. I would ask why it couldn’t be vectorized? Seems like a pretty heavy function either way.

If anyone else is curious here is the source code

seems go over any one of the three axis is enough.
because under passmode MODE_RENDER_SDF, in scene_forward_clustered.glsl , godot save the information into the corresponding 3d texture through FragmentShader which we can think called on every point of the mesh