Add a single-pass-fragment-shader path #8
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This PR aims to make it possible to optimize most of the effects which can be rendered with a single fragment shader pass. The old pipeline uses 3 passes:
The new render code combines all three together in a single fragment shader pass, allowing us to also make efficient use of GL scissor. By reducing the passes, we also reduce the CPU usage.
The idea of how the shaders work:
vec4 effect_color(vec2 pos)
which gives the color from the effect.vec4 overlay_effect(vec2 pos)
. It may call effect_color() to get the color of the effect, or set a color on its own. For example thenone
overlay effect simply returnseffect_color(pos)
.overlay_effect(pos)
.The headers, effect, overlay and main function code are simply concatenated together to form a single shader which is then executed.