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3a04d5adfe
On some hardware, modifying gl_FragColor multiple times can cause large performance drops. This PR writes to a standard temporary variable instead, and copies across to gl_FragColor once only at the end of the fragment shader. This could potentially lead to large gains in performance on affected hardware. |
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.. | ||
canvas_shadow.glsl | ||
canvas.glsl | ||
copy.glsl | ||
cube_to_dp.glsl | ||
cubemap_filter.glsl | ||
effect_blur.glsl | ||
lens_distorted.glsl | ||
scene.glsl | ||
SCsub | ||
stdlib.glsl | ||
tonemap.glsl |