Today i continued my optimizazion job.
I reduced the normal buffer to just two values, x and y, and i used a little math operation to calculate the third axis back inside the shader.
Then i noticed that my final texture (the one that it is printed to the screen) was using 3 floats for the color. I changed that to 3 8-bit values, and the performance is better then ever.
The GPU Profiler class i wrote a few days ago it's been incredibly useful to measure these performances variations.
The last thing i have yet to do is to completly remove the position buffer, because position can be calculated back from the depth buffer.
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