On Tuesday 19 June 2012 12:29:34 Renk Thorsten wrote:
> > There is a simple solution to that. Move the work in the fragment
> > shader. You
> > won't be scene complexity bound, and you'll also have the correct depth
> > available as (...)
> 
> Right... but I need the projection of the vertex position into the sun
> direction in the horizon plane to compute light - that's the part which
> doesn't go easily into the fragment shader. Maybe we have enough varying to
> pass all raw vectors involved right through the vertex shader - then
> everything can be done in the fragment part?
> 
> The problem might also be that similar to clouds, tree textures are
> transparent in places, and so the fragment part may be slower than expected
> (for clouds, moving too much into the fragment shader gets very slow for
> that reason).
> 
> Thanks for the suggestion in any case - plenty of things need to be tried...
> 
> * Thorsten

Just look in the tree shader, there's a line there dropping the fragment if it 
hits the transparent part, so no there won't be any penalty incurred for the 
transparent bits in the trees.
You can have the position, properly interpolated, in the fragment shader. You 
already have it in most shaders. And if you don't you just replace the current 
varying holding the result of your work in the vertex shader with a varying 
passing the position/ecPosition depending on what you need.

Regards,
Emilian

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