I'm starting to learn Shaders now (HLSL, GLSL) and I saw a lot of tutorials where there weren't many variables created and that made reading harder. I was wondering if the creation of new variables affect the performance of the shader.
So, for example (in CG):
Is this
inline float alphaForPos(float4 pos, float4 nearVertex){
return (1.0/_FogMaxRadius)*clamp(_FogRadius - max(length(pos.z - nearVertex.z),length(pos.x - nearVertex.x)), 0.0, _FogRadius)/_FogRadius;
}
Faster than this?
inline float alphaForPos(float4 pos, float4 nearVertex){
float distX = length(pos.x - nearVertex.x);
float distZ = length(pos.z - nearVertex.z);
float alpha = 0.0;
alpha = _FogRadius - max(distZ,distX);
alpha = clamp(alpha, 0.0, _FogRadius);
return (1.0/_FogMaxRadius)*alpha/_FogRadius;
}