>  Even the oldest hardware that
> supports OpenGL programmable shaders implements vector operations, and
> a vector multiply-add has, as far as I know, the same cost as a scalar
> operation. On the other hand, the shader compiler might be able to
> combine multiple scalar interpolations into vector ops.

... in which case we'd see a sudden jump in performance whenever we fill a new 
vector, so assuming the larges vector size is a vec4, having 6 or 8 varying 
float wouldn't make a difference but having 9 would require to start a new vec4 
and cost extra. Should be easy enough to test... thanks for the explanation.


> But never rely on something like this in a renderer.

Well, we do need the local 'up' direction in the renderer badly (light, fog, 
snowline,...) so when we can't rely on z being up, we need to transmit that 
info in a different way. Any suggestions?

Speaking of which - it'd be nice to have local north as well defined direction 
as well - that would allow for things like the snowline being higher on south 
slopes or different tree cover on north and south facing slopes.

* Thorsten
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