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Post #4214872

2026-06-07 09:19 UTC

@runevision@mastodon.gamedev.place no idea why that would happen, but FYI mere presence of discard in a pixel shader makes it run quite a bit slower than a always-known-to-be-opaque shader. Maybe doing it at vertex level would be just enough? Setting vertex position to NaN effectively “discards” the whole triangle that the vertex is on

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