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Cull shadow and reflection passes on the GPU
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@@ -294,6 +294,10 @@ struct global_settings {
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// with gfx_gpucull 1: the draws of the instances which follow one another with the same material and geometry bank are
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// made with one multi draw, their model blocks read from a storage buffer by the number of the draw
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bool gfx_gpucull_multidraw = true;
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// with gfx_gpucull 1 or 2: the instances of the cascades of the sun shadows and of the faces of the environment map are
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// culled in compute passes as well (drawn from their result, or compared), not only those of the main view
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bool gfx_gpucull_shadows = true;
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bool gfx_gpucull_reflections = true;
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// (opengl 4.6) the depth of the whole opaque scene of the main view is drawn before its colour, the instances included
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bool gfx_depthprepass_scene = false;
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// (opengl 4.6) the model block of every draw and the matrices of instances are written to persistently mapped buffers,
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