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View Full Version : Possibly unused uniform and texure, are they concern for performance?



giordi
06-04-2016, 03:20 AM
Hi there, I am currently in the process of trying to clean up my shaders.
For the rendering my mesh I currently have a shader that can render phong lighting with a colour texture, shadow and wireframe (using nvidia method and geometry shader). I can get to a point based on what feature I want to use I can set a subroutine on the line:

shadeWithColor
shadwWithColorAndWire
shadeWithShadow
...


etc etc, basically function that render with the different features I want. That lead me to have some uniform or sampler that might be unused based on the subrutine I have selected, is that going to be a problem performance wise? I probably wont set those uniform because I know what subroutine I am going to use.
Any thought on the matter?

Or is this the wrong approach altogether?