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Comment Re:Not there yet for "real" interactive framerates (Score 1) 139

In fact, we already provide an optimization that no other shading language provides (this will be in the next release, and is working in the subversion repository) called uniform lifting. Sh will automatically discover computations which do not change from one fragment to the next, and move them to the host where they can be evaluated more efficiently. This is something that would be difficult to do in other shading languages.

How is this different from the preshaders introduced in DirectX 9.0c? Not that I'm an expert on compilers or optimizations, but it sounds to me like they're the same (doing any calculations that aren't dependent on vertex data or data passed from the vertex program on the host system and use them as constants).

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