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Type: Posts; User: plasmacel

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  1. Do GLSL structures any performance overhead?

    Do GLSL varying structures any performance overhead? How they are implemented?
    Are the following snippets equivalent in the aspect of performance?

    out MyBlock
    {
    out vec3 var0;
    out vec3...
  2. So subroutine variables perform better than...

    So subroutine variables perform better than shader swapping, recompiling or in-shader "if conditional" multifunctionality.
    However in the aspect of the performance of a single shader it's better...
  3. Do GLSL subroutines cause any performance overhead?

    There's not too much deep information about them on the web.

    How are they implemented and how they work under the hood? I'd like to know that they cause any performance overhead or not, especially...
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