From: <tho...@jy...> - 2011-10-24 08:19:20
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> Also there's a bigger issue here. The number of varyings is limited (in > fact > it's the most constraining limit of all the limits present), and > integrating > this with other shaders will become problematic. Moving stuff in the > vertex > shader has the unwanted effect of requiring more varyings... Unless it's significantly faster for you than for me, we need the speed to come from somewhere. I believe we can save varyings by computing things as uniforms - hazeColor for instance actually is a uniform, I just don't know how to compute it outside the shader and pass it. The whole relative geometry between sun and eye is uniform. Cheers, * Thorsten |