Only calculate texture for uv2 if it actually needs to happen. So far doing it like this seems faster.

This commit is contained in:
Relintai 2020-05-09 20:41:17 +02:00
parent b3418a8c84
commit 52b89c9746

View File

@ -11,14 +11,17 @@ void fragment() {
vec2 base_uv2 = UV2;
vec4 albedo_tex = texture(texture_albedo, base_uv);
vec4 albedo_tex2 = texture(texture_albedo, base_uv2);
float ratio = COLOR.a;
albedo_tex *= ratio;
albedo_tex2 *= 1.0 - ratio;
albedo_tex += albedo_tex2;
if (ratio < 0.998) {
vec4 albedo_tex2 = texture(texture_albedo, base_uv2);
albedo_tex *= ratio;
albedo_tex2 *= 1.0 - ratio;
albedo_tex += albedo_tex2;
}
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;