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Vertex shader performance problem
Hello,
I have just started experimenting with vertex shaders and I have a performance problem. Below is an example program that shows my problem: Code:
import viz import vizshape viz.go() vizshape.addGrid() viz.MainView.setPosition(0, 1, -5) vert = """ uniform float elapsedTime; void main() { if( gl_MultiTexCoord0.y > 0.0) { gl_Vertex.x += sin(gl_Vertex.x * 0.2 + elapsedTime * 1.0) * gl_MultiTexCoord0.y * 0.2; gl_Vertex.z += sin(gl_Vertex.y * 0.2 + elapsedTime * 1.0) * gl_MultiTexCoord0.y * 0.2; } gl_FrontColor = gl_Color; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } """ shape = vizshape.addQuad() elapsedTime = viz.addUniformFloat('elapsedTime', viz.tick()) shader = viz.addShader(vert = vert, uniforms = [elapsedTime]) shape.apply(shader) def onUpdate(e): elapsedTime.set(viz.tick()) viz.callback(viz.UPDATE_EVENT,onUpdate) Greetings, Joran. |
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