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On 25 Oct 2007, at 00:16, Stefan Dösinger wrote:
Hello,
My application is using a big number of machine generated GLSL code, cross
compiled from d3d shader assembler. Because it makes my life much easier, the
produced glsl does some things which are obviously ineffective, like calling
empty functions or assigning values to never read varyings. A lot of things
which shouldn't be too hard for the GLSL compiler to optimize at compile time
or link time.
| References: | |
| >Checking shader optimizations (From: Stefan Dösinger <email@hidden>) |
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