Things to improve / optimize: lighting.glsl: - [ ] Move the rotation sampling in PointShadow and ShadowCalculation out of the loops. - [ ] Reduce branching problem, maybe set the textures to like 1x1 white pixel if they dont exist. - [ ] Move some of the Clustered index math to the cpu, like the zLog var. test.frag/.vert: - [ ] TBN percision, maybe only pass the tangent and normal and reconstruct bitangent in frag shader.
Things to improve / optimize:
lighting.glsl:
test.frag/.vert: