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authoryum <yum.food.vr@gmail.com>2026-01-02 16:21:34 -0800
committeryum <yum.food.vr@gmail.com>2026-01-02 17:32:14 -0800
commitfcc76b257ef5cfb4514669df3b0144f8e8dd76ef (patch)
treebb6e73c8f199699b3e88afb85e24e2c8b3df5aab /features.cginc
parent43d81e11992c11eda06e4b67d2c5bd0b9c4b729b (diff)
Fold: implement dynamic branching in shader
Switch from static branching approach using per-op data and fixed execution order to dynamic branching approach using dynamic data. This confers the main benefit of letting us dynamically reorder ops and duplicate them. It also lets us eliminate some of the plumbing tedium whenever we want to add new ops.
Diffstat (limited to 'features.cginc')
-rw-r--r--features.cginc27
1 files changed, 0 insertions, 27 deletions
diff --git a/features.cginc b/features.cginc
index 17f0566..f693049 100644
--- a/features.cginc
+++ b/features.cginc
@@ -37,33 +37,6 @@
#pragma shader_feature_local _VERTEX_DEFORMATION_TESSELLATION
//endex
-//ifex _Vertex_Deformation_Tubes_Enabled==0
-#pragma shader_feature_local _VERTEX_DEFORMATION_TUBES
-#pragma shader_feature_local _VERTEX_DEFORMATION_TUBE_TO_PLANE_0
-#pragma shader_feature_local _VERTEX_DEFORMATION_AXIS_ALIGN
-#pragma shader_feature_local _VERTEX_DEFORMATION_TUBE_TO_PLANE_1
-#pragma shader_feature_local _VERTEX_DEFORMATION_PLANE_TO_TUBE_0
-#pragma shader_feature_local _VERTEX_DEFORMATION_POINT_ALIGN_0
-#pragma shader_feature_local _VERTEX_DEFORMATION_POINT_ALIGN_1
-#pragma shader_feature_local _VERTEX_DEFORMATION_PLANE_TO_TUBE_1
-//endex
-
-//ifex _Vertex_Deformation_L2_L1_Enabled==0
-#pragma shader_feature_local _VERTEX_DEFORMATION_NORM_CONVERSION
-//endex
-
-//ifex _Vertex_Deformation_Seal_Enabled==0
-#pragma shader_feature_local _VERTEX_DEFORMATION_SEAL
-//endex
-
-//ifex _Vertex_Deformation_Sine_Waves_Enabled==0
-#pragma shader_feature_local _VERTEX_DEFORMATION_SINE_WAVES
-//endex
-
-//ifex _Vertex_Deformation_FBM_Enabled==0
-#pragma shader_feature_local _VERTEX_DEFORMATION_FBM
-//endex
-
//ifex _Unlit==0
#pragma shader_feature_local _UNLIT
//endex