Skip shader optimization during compile, until a shader cache can be implemented!
@@ -24,7 +24,7 @@ ID3DBlob *compile_shader(const char *hlsl, const char *entrypoint, const char *t
#ifdef _DEBUG
flags |= D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_DEBUG;
#else
- flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
+ flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
ID3DBlob *compiled, *errors;
