184ef18420
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass. You can use `if (AT_LIGHT_PASS) , negated or not, and that will be converted to a preprocessed #if when the shader is compiled. Depending on your game (number of items and lights), this can be a *significant* performance gain, or at least avoids relying on the driver's optimizing abilities. |
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alsa | ||
builtin_openssl2 | ||
convex_decomp | ||
gl_context | ||
gles2 | ||
nrex | ||
png | ||
pulseaudio | ||
rtaudio | ||
unix | ||
windows | ||
zlib | ||
register_driver_types.cpp | ||
register_driver_types.h | ||
SCsub |