Fixed-function GL differentiates point and directional lights with the w of the position. Is there a branchless way to do that in a shader?
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Replying to @CastIrony
@CastIrony I think not. That’s definitely a common trick in the branchless code toolbox.1 reply 0 retweets 0 likes
Replying to @CastIrony
@CastIrony I’m concerned about implementing falloff with this approach, but it’s ripe for further thought. Thanks for the suggestions!
6:39 PM - 29 Jan 2015
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