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mvaligurskyMartin Valigursky
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Optimize shader generation with many clustered lights (#7735)
Co-authored-by: Martin Valigursky <[email protected]>
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src/scene/materials/standard-material-options-builder.js

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -390,8 +390,11 @@ class StandardMaterialOptionsBuilder {
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if (sortedLights) {
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LitMaterialOptionsBuilder.collectLights(LIGHTTYPE_DIRECTIONAL, sortedLights[LIGHTTYPE_DIRECTIONAL], lightsFiltered, mask);
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LitMaterialOptionsBuilder.collectLights(LIGHTTYPE_OMNI, sortedLights[LIGHTTYPE_OMNI], lightsFiltered, mask);
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LitMaterialOptionsBuilder.collectLights(LIGHTTYPE_SPOT, sortedLights[LIGHTTYPE_SPOT], lightsFiltered, mask);
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if (!scene.clusteredLightingEnabled) {
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LitMaterialOptionsBuilder.collectLights(LIGHTTYPE_OMNI, sortedLights[LIGHTTYPE_OMNI], lightsFiltered, mask);
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LitMaterialOptionsBuilder.collectLights(LIGHTTYPE_SPOT, sortedLights[LIGHTTYPE_SPOT], lightsFiltered, mask);
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}
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}
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options.litOptions.lights = lightsFiltered;
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} else {

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