Do conditional statements slow down shaders?

What is it about shaders that even potentially makes if statements performance problems? It has to do with how shaders get executed and where GPUs get their massive computing performance from. Separate shader invocations are usually executed in parallel, executing the same instructions at the same time. They’re simply executing them on different sets of … Read more

How to render depth linearly in modern OpenGL with gl_FragCoord.z in fragment shader?

but I still don’t know whether or not the gl_FragCoord.z is linear. Whether gl_FragCoord.z is linear or not depends on, the projection matrix. While for Orthographic Projection gl_FragCoord.z is linear, for Perspective Projection it is not linear. In general, the depth (gl_FragCoord.z and gl_FragDepth) is calculated as follows (see GLSL gl_FragCoord.z Calculation and Setting gl_FragDepth): … Read more

OpenGL – vertex normals in OBJ

normal/bump maps Provide fine details without increasing complexity of geometry that means more details at very low performance cost. Normal/bump maps are optional of coarse. normal shading (fragment shader) Normal is vector perpendicular to fragment/face/primitive there are 2 use for it: dull surface illumination lets have: color – per fragment/face/primitive color (modulated with texture) normal … Read more