From 4b12bffcb19375f74d6fba3e59adf5cdf8062dca Mon Sep 17 00:00:00 2001 From: Kovid Goyal Date: Wed, 11 Dec 2024 21:14:57 +0530 Subject: [PATCH] Remove unnecessary branch in trail shader Branches have an outsize penalty in shaders as does discard. We don't need the check that the fragment is in the region anyway ans the rendering pipeline takes care of that for us, I think. At least I can see no visual difference with it removed. @jinhwanlazy please review --- kitty/trail_fragment.glsl | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/kitty/trail_fragment.glsl b/kitty/trail_fragment.glsl index 664dd6666..082ded02e 100644 --- a/kitty/trail_fragment.glsl +++ b/kitty/trail_fragment.glsl @@ -7,10 +7,5 @@ in vec2 frag_pos; out vec4 final_color; void main() { - if (cursor_edge_x[0] <= frag_pos.x && frag_pos.x <= cursor_edge_x[1] && - cursor_edge_y[1] <= frag_pos.y && frag_pos.y <= cursor_edge_y[0]) { - discard; - } else { - final_color = vec4(trail_color, trail_opacity); - } + final_color = vec4(trail_color, trail_opacity); }