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Improve glsl shader performance #211
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Commits on Oct 11, 2024
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Reduce amount of attributes for depth pass
Use fragment depth from built-in gl_FragCoord instead of our own depth attribute
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Small change to offset mapping
Adds few fps. Function seems to be too complex for my understanding.
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Replace more of max(0, x) with saturation
Saturated sum of positive values is equal to saturated sum of saturated values
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