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  • Hash : bc447ca4
    Author : Shahbaz Youssefi
    Date : 2022-09-20T22:38:16

    GLES1: Move lighting to vertex shader
    
    In the spec, lighting is done as part of vertex processing, and results
    in a new vertex color.  Texturing is applied later.  ANGLE however did
    lighting in the fragment shader.
    
    With this change, lighting is moved to the vertex shader.  This fixes
    rendering of lit objects, as interpolation is done linearly or flat
    between the vertices per spec, instead of done precisely per fragment.
    While typically this is inferior to per-fragment lighting, it's what the
    spec mandates.
    
    On the dr_driving trace, this reduces the render pass time by ~20% on
    Pixel 6.
    
    Bug: angleproject:6201
    Bug: angleproject:6644
    Change-Id: I10e37df8c56c22d520a738af8f8630bc6a01ca7f
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3906394
    Reviewed-by: Constantine Shablya <constantine.shablya@collabora.com>
    Reviewed-by: Cody Northrop <cnorthrop@google.com>
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    

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