> > > Pushing most of the haze shader computation from the vertex to
> > > the fragment level would seem to suggest an approximately constant
> > > cost for the haze for the same view regardless of scenery complexity
> > > since the number of hazy fragments remain about the same.
> > 
> > Thanks for the explanations - that was *really* helpful to
> > understand what is going on.
> 
> FWIW, I saw with gDebugger that the sky dome is made of more than
> 23000 vertices, even if a small amount of them are really displayed on
> screen.
> 
> In Rembrandt, several pass are done on 1/16th of the size of the
> screen (1/4th of each dimension), relying on the mag filter to cover the
> whole screen. This is the case of the blur pass in the AO or Bloom effects.

BTW, in my other terrain engine project, the sky is drawn with a quad 
(4 vertices at the corners of the screen). The view direction is 
computed in the vertex shader and then interpolated in a varying and
renormalized in the fragment shader.
That way there is no wasted computation (except the region overdrawn by
the terrain, but that could be optimized with a stencil buffer)

-Fred


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