Improve shader performance significantly by only including raytracing or shadowmaps in the shader if enabled

This commit is contained in:
Magnus Norddahl 2023-04-07 04:22:43 +02:00
commit caefc09549
6 changed files with 15 additions and 17 deletions

View file

@ -164,7 +164,7 @@ void HWDrawInfo::StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uni
VPUniforms.mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8) | ((int)lightmode << 16);
}
VPUniforms.mClipLine.X = -10000000.0f;
VPUniforms.mShadowmapFilter = gl_light_raytrace ? -1 - static_cast<int>(gl_shadowmap_filter) : static_cast<int>(gl_shadowmap_filter);
VPUniforms.mShadowmapFilter = static_cast<int>(gl_shadowmap_filter);
VPUniforms.mLightBlendMode = (level.info ? (int)level.info->lightblendmode : 0);
}
mClipper->SetViewpoint(Viewpoint);