godot/drivers/gles2/shaders
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
..
blur.glsl
canvas_shadow.glsl
canvas.glsl Add optimizing AT_LIGHT_PASS builtin to canvas shaders 2017-06-15 02:03:25 +02:00
copy.glsl
material.glsl Limit directional shadow draw distance, fixes #559, optimization (#1991) 2016-10-09 17:33:20 +02:00
SCsub style: Various other PEP8 fixes in Python files 2016-11-02 22:30:34 +01:00