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Implement UBO for SyncShader

Open Cryru opened this issue 5 years ago • 0 comments

When a shader is bound the base variables (mvp matrix, iTime, iResolution etc) must be synced to it. Currently, this is done through multiple glUniform calls, but it can be optimized to use a UBO.

This could potentially be a breaking change to the shader format as those variables are not in blocks.

Cryru avatar Feb 22 '20 09:02 Cryru