Well thanks that will help. How ever, would it not be easier to split the shader up into different effects but keep it phong illumenated…?
For example:
A wave / ripple shader
A warp shader
A breath
4, swell
5, etc
What do you think. Will this help to bring the uniform count down?
@ndebruyn said:
Well thanks that will help. How ever, would it not be easier to split the shader up into different effects but keep it phong illumenated...?
For example:
1. A wave / ripple shader
2. A warp shader
3. A breath
4, swell
5, etc
What do you think. Will this help to bring the uniform count down?
Well if you still want lighting…
You can remove:
normal maps uniforms
specular uniforms
optimize these uniforms and set them as constants in the shader code:
uniform vec4 m_FogColor;
uniform float m_FogDensity;
uniform float m_FogDistance;
varying float fog_z;
That is a good idea, thanks, I will try that.
So let me just confirm. You want me to replace the defined uniforms with static values inside my vertex shader?
Is that correct.