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GLSL Branching



I recently read somewhere GPUs generally do not implement branching conditional properly, and will actually evaluate both cases, then choose between the results.
Is this the case, and if so, is there some way to force only certain parts of a GLSL shader program to be executed? I realise this is probably a more general GLSL-related question, but someone on the list may have come across this issue...


alx
http://machinesdontcare.wordpress.com




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