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   July 17, 2019  
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[01:12:09] <ColaEuphoria> Are geometry shaders an efficient way to do flat shading? I heart geometry shaders are slow
[01:18:30] <mirv_> do you mean something like cel shading, or vertex output attributes?
[01:23:23] <ColaEuphoria> mirv_, just simple flat shading. smooth shading is easy because you can store a single normal per vertex, but with flat shading you would either need to split every single face or generate a normal using the cross product in a geometry shader
[01:24:57] <mirv_> you could store a single normal per triangle
[01:25:26] <mirv_> or use the flat qualifier when passing normal values to the fragment stage
[01:25:43] <ColaEuphoria> mirv_, but everything is done per-vertex
[01:25:49] <ColaEuphoria> in the vertex shader
[01:26:13] <mirv_> yes
[01:26:47] <mirv_> I mean, you could generate normals on the fly I suppose
[01:27:51] <mirv_> geometry shader could do that
[01:28:11] <mirv_> but honestly, just precalc it from the vertex data and supply in a buffer
[01:28:36] <mirv_> modify with whatever modelview transform, and done
[01:29:02] <ColaEuphoria> mirv_, you mean like I could send a per-vertex index into a uniform buffer to get the normal?
[01:30:12] <mirv_> whatever mesh you have, the vertices will form a triangle - so on the cpu side, just calculate it all there
[01:30:22] <mirv_> and make it part of the mesh format
[01:30:56] <mirv_> if it's per-vertex, you can either make all the normals the same for a particlar face, or use the flat qualifier
[01:31:35] <mirv_> no need to index anything in the vertex shader, it's just per-vertex data
[01:31:54] <mirv_> or per-vertex attribute data I should say
[01:34:15] <mirv_> but by specifying "flat" in the output variable, the rasteriser should generate the same normal for every fragment of a triangle
[01:34:31] <mirv_> giving you flat shading
[01:39:11] <ColaEuphoria> mirv_, oh, so the 'flat' qualifier causes the rasterizer to average the variable for the face?
[01:42:37] <mirv_> well, takes it from the provoking vertex I believe
[01:43:11] <mirv_> if you had, say a cube, you would need to duplicate a few vertices to change their normals
[01:43:27] <mirv_> but a sphere, it'd look about the same without doing that
[01:45:50] <mirv_> and with apologies, but I gotta get some sleep now
[01:46:11] <mirv_> google around for "vulkan flat shading", or look it up in the vulkan spec, it has more info there about it
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[07:21:01] <Ralith> it is unlikely that having split faces will be your performance bottleneck
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[10:36:56] <ColaEuphoria> it is when you split every single face on the meshes by drastically increasing memory usage
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[14:01:11] <Illya> what are the advantages of using VK_KHR_imageless_framebuffer?
[15:04:08] <[exa]> afaik you can specify the actual images from the renderpass, not in advance
[15:16:42] <[exa]> (not sure about the real advantage tho)
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[18:12:58] <Ralith> a little less boilerplate for using the same pass on different framebuffers, I guess
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[23:25:09] <Ralith> a little less boilerplate for using the same pass on different framebuffers, I guess
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   July 17, 2019  
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