General OverviewΒΆ
The effectiveness of these optimisations may vary depending on the exact compiler architecture used. It is always worth checking if optimisations result in a performance improvement on the target platform. Throughout the document there are examples of USC instructions the GLSL code compiles to.
This document is based on the following:
Low-Level Thinking in High-Level Shading Languages, by Emil Persson.
Low-Level Shader Optimisation for Next-Gen and DX11, by Emil Persson.