Commit: d082b18d877f2da661ee2a48fdf3c69d67406e86
Author: Clément Foucault
Date:   Wed Nov 14 16:03:24 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBd082b18d877f2da661ee2a48fdf3c69d67406e86

Eevee: Optimisation: Bypass light power calculation when not needed

This makes quite a big improvement in my case 1.8ms vs 2.3ms for a single
area light.
This will make even more difference with light attenuation.

===================================================================

M       source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl

===================================================================

diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl 
b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 091709ebdd1..5631957ca31 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -215,7 +215,12 @@ void CLOSURE_NAME(
                l_vector.xyz = ld.l_position - worldPosition;
                l_vector.w = length(l_vector.xyz);
 
-               vec3 l_color_vis = ld.l_color * light_visibility(ld, 
worldPosition, viewPosition, viewNormal, l_vector);
+               float l_vis = light_visibility(ld, worldPosition, viewPosition, 
viewNormal, l_vector);
+
+               if (l_vis < 1e-8)
+                       continue;
+
+               vec3 l_color_vis = ld.l_color * l_vis;
 
        #ifdef CLOSURE_DIFFUSE
                out_diff += l_color_vis * light_diffuse(ld, N, V, l_vector);

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