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Improved shadow rendering efficiency
-Do not bind attributes that are not needed -Improve a bit more how meshoptimizer interacts with Godot
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5 changed files with 59 additions and 18 deletions
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@ -2718,7 +2718,7 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
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uniforms.push_back(u);
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}
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sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET);
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sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
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return sdfgi_pass_uniform_set;
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}
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@ -2909,6 +2909,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
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actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
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actions.renames["SPECULAR_LIGHT"] = "specular_light";
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actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
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actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
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actions.usage_defines["BINORMAL"] = "@TANGENT";
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actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
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