godot/servers/visual
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
..
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 Add optimizing AT_LIGHT_PASS builtin to canvas shaders 2017-06-15 02:03:25 +02:00
shader_language.h
visual_server_raster.cpp
visual_server_raster.h
visual_server_wrap_mt.cpp
visual_server_wrap_mt.h