bryanedds / Nu

Repository hosting the open-source Nu Game Engine and related projects.
MIT License
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Attempt to put deferred light map blending ratio computation in light mapping shader for efficiency. #705

Closed bryanedds closed 3 months ago

bryanedds commented 6 months ago

Currently, we compute it in both irradiance and env filter shaders when we could just compute it once in the light mapping shader and pass it through the blue channel since neither of the distance squared values are used any more. Doing so should make the rendering a bit more efficient.