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Just cannot use gl_FragCoord in here. That's it, that's the fix. What's however COMPLETELY unexpected is that this simple change made the process significantly faster on my Intel GPU, from ~815 µs to 670! I can't even pretend I understand what's going on here, but maybe doing less math in the fragment shader when calculating the texture coordinates (and thus possibly the driver having a better idea how to prefetch or schedule?) is what made this faster? Or maybe it's due to one uniform input less, and two interpolated values instead of four on the way from the vertex shader?pull/168/head
5 changed files with 30 additions and 53 deletions
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