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#Actualturch
Posted 12 January 2012 - 04:45 PM
Yes, exactly. What you were doing was redundantly defining the constants in both the pixel and vertex shaders, roughly halving your number of registers.
#1turch
Posted 12 January 2012 - 04:45 PM
Yes, exactly. What you were doing was defining the constants in both the pixel and vertex shaders, roughly halving your number of registers.