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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.. | ||
SCsub | ||
default_mouse_cursor.xpm | ||
particle_system_sw.cpp | ||
particle_system_sw.h | ||
rasterizer.cpp | ||
rasterizer.h | ||
rasterizer_dummy.cpp | ||
rasterizer_dummy.h | ||
shader_language.cpp | ||
shader_language.h | ||
visual_server_raster.cpp | ||
visual_server_raster.h | ||
visual_server_wrap_mt.cpp | ||
visual_server_wrap_mt.h |