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![]() - De-uberify the light shader - Remove lightSources index - Include LightShader in PipelineProgramKey and parameterize the pipeline fragment shader by it - Profiling suggests that specializing the shaders uses significantly less GPU time, and we may want to do this for actual user-authored material shaders (and cutout?) as well - Sort LightShader highest in the material comparator - Implement a materialEquals method so IndirectCullingGroup can bucket draws on more that just material reference equality - Do not store any particular draw program in IndirectCullingGroup |
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build.gradle.kts |