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update from Mac

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commit fa148ae83efea2923ab9064b39b54239b8d0e21b 1 parent e90e6de
@aras-p authored
Showing with 49 additions and 81 deletions.
  1. +22 −52 results.txt
  2. +27 −29 shaders/ssao-opt-fs.txt
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74 results.txt
@@ -34,62 +34,32 @@ GL Optimized: 35.74ms (1.63ms less, or 1.05 times faster)
D3D9: 24.79ms (12.58ms less, or 1.51 times faster)
-**** Tree Leaf shader
-
-./GlslLoadSpeed shaders/treeleaf
-Mac: 7.28ms
-Mac: 2.52ms (4.8ms or 2.88 times faster)
-PC:
-Raw: 23.38ms
-Opt: 20.08ms (3.3ms or 1.16 times faster)
-
-
-**** FXAA 3.11 PC 39 preset
-
-./GlslLoadSpeed shaders/fxaa311pc39
-Mac: 30.8ms
-Mac: 17.9ms (12.9ms or 1.72 times faster)
-PC:
-Raw: 73.48ms
-Opt: 68.43ms (5.1ms or 1.07 times faster)
-
-
-**** Prepass Lighting shader
-
-./GlslLoadSpeed shaders/prepasslight
-Mac: 4.77ms
-Mac: 2.14ms (2.63ms or 2.22 times faster)
-PC:
-Raw: 18.53ms
-Opt: 14.22ms (4.31ms or 1.30 times faster)
-
-
-**** Parallax Normal mapping w/ Specular & shadows
-
-./GlslLoadSpeed shaders/prlxspec
-
-PC:
-GL: 22.60ms
-GL Optimized: 19.58ms (3.02ms less, or 1.15 times faster)
-D3D9: 5.73ms (16.87ms less, or 3.95 times faster)
-
+-------------------------------------------------------------------
+Mac OS X 10.6.8, MacBookPro Core i7 2.66GHz, GeForce GT 330M
+GL renderer: NVIDIA GeForce GT 330M OpenGL Engine
+GL version: 2.1 NVIDIA-1.6.36
-**** Mental Ray's architectural shader "clone" (complex & not optimized for realtime)
+**** Shader shaders/treeleaf:
+GL: 6.83ms
+GL Optimized: 2.48ms (4.35ms less, or 2.76 times faster)
-./GlslLoadSpeed shaders/miatest
-Mac:
+**** Shader shaders/fxaa311pc39:
+GL: 30.10ms
+GL Optimized: 16.47ms (13.63ms less, or 1.83 times faster)
-PC:
-GL: 50.06ms
-GL Optimized: 42.32ms (7.74ms less, or 1.18 times faster)
-D3D9: 17.47ms (32.59ms less, or 2.86 times faster)
+**** Shader shaders/prepasslight:
+GL: 4.45ms
+GL Optimized: 1.90ms (2.55ms less, or 2.34 times faster)
+**** Shader shaders/prlxspec:
+GL: 5.99ms
+GL Optimized: 2.40ms (3.59ms less, or 2.49 times faster)
-**** SSAO
+**** Shader shaders/miatest:
+GL: 26.57ms
+GL Optimized: 10.16ms (16.41ms less, or 2.61 times faster)
-./GlslLoadSpeed shaders/ssao
+**** Shader shaders/ssao:
+GL: 4.57ms
+GL Optimized: 1.96ms (2.61ms less, or 2.33 times faster)
-PC:
-GL: 37.98ms
-GL Optimized: 35.99ms (1.99ms less, or 1.06 times faster)
-D3D9: 24.39ms (13.60ms less, or 1.56 times faster)
View
56 shaders/ssao-opt-fs.txt
@@ -6,37 +6,35 @@ uniform vec4 _Params;
uniform sampler2D _CameraDepthNormalsTexture;
void main ()
{
- vec3 RAND_SAMPLES[26];
- RAND_SAMPLES[0] = vec3(0.219661, 0.903264, 0.225468);
- RAND_SAMPLES[1] = vec3(0.0591668, 0.220151, -0.14303);
- RAND_SAMPLES[2] = vec3(-0.415225, 0.132086, 0.703673);
- RAND_SAMPLES[3] = vec3(-0.379081, 0.145415, 0.100605);
- RAND_SAMPLES[4] = vec3(0.314961, -0.129458, 0.704452);
- RAND_SAMPLES[5] = vec3(-0.110841, 0.216284, 0.133628);
- RAND_SAMPLES[6] = vec3(0.658012, -0.439597, -0.291937);
- RAND_SAMPLES[7] = vec3(0.537791, 0.311219, 0.426864);
- RAND_SAMPLES[8] = vec3(-0.275254, 0.0762595, -0.127341);
- RAND_SAMPLES[9] = vec3(-0.191564, -0.497342, -0.312963);
- RAND_SAMPLES[10] = vec3(-0.263477, 0.527792, -0.110745);
- RAND_SAMPLES[11] = vec3(0.824275, 0.0243415, 0.060491);
- RAND_SAMPLES[12] = vec3(0.0626271, -0.212864, -0.0367156);
- RAND_SAMPLES[13] = vec3(-0.179566, -0.354386, 0.0792435);
- RAND_SAMPLES[14] = vec3(0.0603963, 0.24629, 0.450118);
- RAND_SAMPLES[15] = vec3(-0.778634, -0.381485, -0.239126);
- RAND_SAMPLES[16] = vec3(0.279292, 0.248728, -0.0518534);
- RAND_SAMPLES[17] = vec3(0.184138, 0.169699, -0.893628);
- RAND_SAMPLES[18] = vec3(-0.347978, 0.472577, -0.719685);
- RAND_SAMPLES[19] = vec3(-0.136502, -0.251342, 0.470937);
- RAND_SAMPLES[20] = vec3(0.128039, -0.563242, 0.341928);
- RAND_SAMPLES[21] = vec3(-0.480023, -0.189947, 0.239881);
- RAND_SAMPLES[22] = vec3(0.638915, 0.119101, -0.527121);
- RAND_SAMPLES[23] = vec3(0.193282, -0.36921, -0.606059);
- RAND_SAMPLES[24] = vec3(-0.346545, -0.165465, -0.674676);
- RAND_SAMPLES[25] = vec3(0.244842, -0.161096, 0.128937);
+ vec3 samples[26];
+ samples[0] = vec3(0.219661, 0.903264, 0.225468);
+ samples[1] = vec3(0.0591668, 0.220151, -0.14303);
+ samples[2] = vec3(-0.415225, 0.132086, 0.703673);
+ samples[3] = vec3(-0.379081, 0.145415, 0.100605);
+ samples[4] = vec3(0.314961, -0.129458, 0.704452);
+ samples[5] = vec3(-0.110841, 0.216284, 0.133628);
+ samples[6] = vec3(0.658012, -0.439597, -0.291937);
+ samples[7] = vec3(0.537791, 0.311219, 0.426864);
+ samples[8] = vec3(-0.275254, 0.0762595, -0.127341);
+ samples[9] = vec3(-0.191564, -0.497342, -0.312963);
+ samples[10] = vec3(-0.263477, 0.527792, -0.110745);
+ samples[11] = vec3(0.824275, 0.0243415, 0.060491);
+ samples[12] = vec3(0.0626271, -0.212864, -0.0367156);
+ samples[13] = vec3(-0.179566, -0.354386, 0.0792435);
+ samples[14] = vec3(0.0603963, 0.24629, 0.450118);
+ samples[15] = vec3(-0.778634, -0.381485, -0.239126);
+ samples[16] = vec3(0.279292, 0.248728, -0.0518534);
+ samples[17] = vec3(0.184138, 0.169699, -0.893628);
+ samples[18] = vec3(-0.347978, 0.472577, -0.719685);
+ samples[19] = vec3(-0.136502, -0.251342, 0.470937);
+ samples[20] = vec3(0.128039, -0.563242, 0.341928);
+ samples[21] = vec3(-0.480023, -0.189947, 0.239881);
+ samples[22] = vec3(0.638915, 0.119101, -0.527121);
+ samples[23] = vec3(0.193282, -0.36921, -0.606059);
+ samples[24] = vec3(-0.346545, -0.165465, -0.674676);
+ samples[25] = vec3(0.244842, -0.161096, 0.128937);
vec2 tmpvar_1;
tmpvar_1 = xlv_TEXCOORD0;
- vec3 samples[26];
- samples = RAND_SAMPLES;
int s;
float occ;
float scale;
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