Improves perf alot
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@@ -85,20 +85,20 @@ void main() {
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}
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//gl_Position = MVP * vec4(vec3(((cornerIdx)&1)+10,10,((cornerIdx>>1)&1)+10),1);
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//uint i = uint(quad>>32);
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//uint i = uint(gl_BaseInstance);
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//i ^= i>>16;
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//i *= 124128573;
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//i ^= i>>16;
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//i *= 4211346123;
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//i ^= i>>16;
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//i *= 462312435;
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//i ^= i>>16;
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//i *= 542354341;
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//i ^= i>>16;
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}
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//gl_Position = MVP * vec4(vec3(((cornerIdx)&1)+10,10,((cornerIdx>>1)&1)+10),1);
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//uint i = uint(quad>>32);
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//uint i = uint(gl_BaseInstance);
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//i ^= i>>16;
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//i *= 124128573;
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//i ^= i>>16;
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//i *= 4211346123;
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//i ^= i>>16;
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//i *= 462312435;
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//i ^= i>>16;
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//i *= 542354341;
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//i ^= i>>16;
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//uint i = uint(lodLevel+12)*215387625;
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//colour *= vec4(vec3(float((uint(i)>>2)&7)/7,float((uint(i)>>5)&7)/7,float((uint(i)>>8)&7)/7)*0.7+0.3,1);
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//colour = vec4(vec3(float((uint(i)>>2)&7)/7,float((uint(i)>>5)&7)/7,float((uint(i)>>8)&7)/7),1);
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}
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//uint i = uint(lodLevel+12)*215387625;
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//colour *= vec4(vec3(float((uint(i)>>2)&7)/7,float((uint(i)>>5)&7)/7,float((uint(i)>>8)&7)/7)*0.7+0.3,1);
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//colour = vec4(vec3(float((uint(i)>>2)&7)/7,float((uint(i)>>5)&7)/7,float((uint(i)>>8)&7)/7),1);
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