Does it make a performance difference in GLSL if something simple like a + operator is wrapped into a function?
So for example these two scenarios:
Example 1:
in uniform float uValueA;
in uniform float uValueB;
void main()
{
float value = uValueA + uValueB;
// [...]
}
Example 2:
in uniform float uValueA;
in uniform float uValueB;
float addValues(float a, float b)
{
return a + b;
}
void main()
{
float value = addValues(uValueA, uValueB);
// [...]
}
is there any difference in the compiled end product? Or do they result in the same number of instructions and performance?