Update #13 - Big FPS boost for most players

The hotbar, chat, and debug overlays in the game have been optimized and now only require a fraction as much CPU/GPU usage to be displayed on screen
This commit is contained in:
LAX1DUDE
2023-01-18 04:46:49 -08:00
parent bae705ef18
commit 48ba6f6176
20 changed files with 285 additions and 122 deletions

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@ -15,13 +15,13 @@
*/
precision lowp int;
precision highp float;
precision lowp float;
precision lowp sampler2D;
in vec2 v_texCoord2f;
in vec4 v_color4f;
out vec4 output4f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_inputTexture;
uniform vec4 u_colorBias4f;

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@ -15,14 +15,14 @@
*/
precision lowp int;
precision highp float;
precision lowp float;
precision lowp sampler2D;
in vec3 a_position3f;
layout(location = 0) in vec3 a_position3f;
in vec2 c_position2i;
in vec2 c_coords2i;
in vec4 c_color4f;
layout(location = 1) in vec2 c_position2i;
layout(location = 2) in vec2 c_coords2i;
layout(location = 3) in vec4 c_color4f;
out vec2 v_texCoord2f;
out vec4 v_color4f;

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@ -15,13 +15,13 @@
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
precision lowp float;
precision lowp sampler2D;
in vec2 v_texCoord2f;
in vec4 v_color4f;
out vec4 output4f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_inputTexture;

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@ -15,16 +15,16 @@
*/
precision lowp int;
precision highp float;
precision lowp float;
precision lowp sampler2D;
in vec2 a_position2f;
layout(location = 0) in vec2 a_position2f;
in vec3 p_position3f;
in vec2 p_texCoords2i;
in vec2 p_lightMap2f;
in vec2 p_particleSize_texCoordsSize_2i;
in vec4 p_color4f;
layout(location = 1) in vec3 p_position3f;
layout(location = 2) in vec2 p_texCoords2i;
layout(location = 3) in vec2 p_lightMap2f;
layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i;
layout(location = 5) in vec4 p_color4f;
out vec2 v_texCoord2f;
out vec4 v_color4f;

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@ -87,7 +87,7 @@ uniform mat4 u_textureMat4f01;
uniform vec2 u_textureAnisotropicFix;
#endif
out vec4 output4f;
layout(location = 0) out vec4 output4f;
void main() {

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@ -18,7 +18,7 @@ precision lowp int;
precision lowp float;
precision lowp sampler2D;
in vec2 a_position2f;
layout(location = 0) in vec2 a_position2f;
out vec2 v_position2f;

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@ -47,12 +47,12 @@
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
precision mediump float;
precision lowp sampler2D;
in vec2 v_position2f;
out vec4 output4f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_screenTexture;
uniform vec2 u_screenSize2f;

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@ -15,12 +15,12 @@
*/
precision lowp int;
precision highp float;
precision lowp float;
precision lowp sampler2D;
in vec2 v_position2f;
out vec4 output4f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_inputTexture;
uniform float u_textureLod1f;