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author | Clément Foucault <foucault.clem@gmail.com> | 2018-11-14 18:03:24 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-11-15 20:16:30 +0300 |
commit | d082b18d877f2da661ee2a48fdf3c69d67406e86 (patch) | |
tree | 46a03e66cfa4ee8f405667fc68a3939880264d45 /source | |
parent | d0b0e7efed709613e53effa3e0381312310a117f (diff) |
Eevee: Optimisation: Bypass light power calculation when not needed
This makes quite a big improvement in my case 1.8ms vs 2.3ms for a single
area light.
This will make even more difference with light attenuation.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index 091709ebdd1..5631957ca31 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -215,7 +215,12 @@ void CLOSURE_NAME( l_vector.xyz = ld.l_position - worldPosition; l_vector.w = length(l_vector.xyz); - vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector); + float l_vis = light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector); + + if (l_vis < 1e-8) + continue; + + vec3 l_color_vis = ld.l_color * l_vis; #ifdef CLOSURE_DIFFUSE out_diff += l_color_vis * light_diffuse(ld, N, V, l_vector); |