Improved performance of Unreal Bloom example. #26356
Merged
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Implemented pre-calculated Gaussian coefficients in shader for Unreal Bloom example.
Related issue: None.
Description
I've noticed that fragment shader for blur calculates Gaussian coefficients which uses quite expensive math.
I moved these coefficients to a pre-computed uniform array which eliminated most of math in shader.
Additionally, simplified math for texture fetch - passing reciprocal of texture size instead of calculating it per fragment.
Visually there is no difference between the old and new shaders - math is kept intact, only offloaded from GPU to CPU.