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Perf: Ensure transparent terrain fragments are discarded
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Setting the alpha to zero has the same net effect, but it wastes GPU compute time as the rest of the shader program might still be executed - for no good reason, given that the fragment won't be visible anyway.
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rdw-software committed Feb 13, 2024
1 parent 099197e commit fd19577
Showing 1 changed file with 1 addition and 1 deletion.
Original file line number Diff line number Diff line change
Expand Up @@ -149,7 +149,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4f {
let ambientColor = uPerSceneData.ambientLight.rgb;

if (isTransparentBackgroundPixel(diffuseTextureColor)) {
diffuseTextureColor.a = 0.0;
discard;
}

let lightmapTexCoords = in.lightmapTextureCoords;
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