godot/drivers/gles2
Pedro J. Estébanez 184ef18420 Add optimizing AT_LIGHT_PASS builtin to canvas shaders
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.
2017-06-15 02:03:25 +02:00
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shaders Add optimizing AT_LIGHT_PASS builtin to canvas shaders 2017-06-15 02:03:25 +02:00
rasterizer_gles2.cpp Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
rasterizer_gles2.h Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
rasterizer_instance_gles2.cpp Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
rasterizer_instance_gles2.h Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
SCsub SCsub: Add python shebang as a hint for syntax highlighting 2016-10-30 14:51:34 +01:00
shader_compiler_gles2.cpp Add optimizing AT_LIGHT_PASS builtin to canvas shaders 2017-06-15 02:03:25 +02:00
shader_compiler_gles2.h Add optimizing AT_LIGHT_PASS builtin to canvas shaders 2017-06-15 02:03:25 +02:00
shader_gles2.cpp Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
shader_gles2.h Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00