Clay: Perf: Early out of SSAO if there is no need for it.
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@ -10,6 +10,11 @@ void ssao_factors(
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in float depth, in vec3 normal, in vec3 position, in vec2 screenco,
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out float cavities, out float edges)
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{
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cavities = edges = 0.0;
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/* early out if there is no need for SSAO */
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if (ssao_factor_cavity == 0.0 && ssao_factor_edge == 0.0)
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return;
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/* take the normalized ray direction here */
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vec3 noise = texture(ssao_jitter, screenco.xy * jitter_tilling).rgb;
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@ -22,7 +27,6 @@ void ssao_factors(
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/* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */
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offset *= 0.5;
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cavities = edges = 0.0;
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int num_samples = int(ssao_samples_num);
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/* Note. Putting noise usage here to put some ALU after texture fetch. */
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