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Cut short vertex shader computation?

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I have backface culling enabled and a good deal of computation in the vertex shader after the gl_Position is determined. So for any backwards facing triangles, that computation is a waste. I realize there's no way to know from within the vertex about whether the rest of the vertices will be in a way that will make the triangle face backwards, so I'm wondering about some two-pass method to use? I do most things per vertex because I'm doing fur with 16 to 32 shells and trying to lighten the huge fragment load (actually, I do a pass first with front face culling instead to get the tips of hairs that are beyond the solid object's silhouette to show up, so that actually doubles the vertex processing though the Z-test leaves only little fragment stuff in that pass). If it will help I'll post the code here.

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