textureSize2D vs uniform send
textureSize2D vs uniform send
For calculate texture lod in the shader we needs know texture size. We can send a uniform or use a function from the GL_EXT_gpu_shader4. But what do we get to the exit? Minus 30 frames per second. But this is not the strongest drop in speed when using the built-in glsl functions. Invert the matrix even slower....
Re: textureSize2D vs uniform send
I wouldn't invert a matrix in GLSL code. Invert it CPU-side and send the inverted version as a uniform instead. Should fix that.
We had the power, we had the space, we had a sense of time and place
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We knew the words, we knew the score, we knew what we were fighting for