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I have this fragment shader. On some "sprites" i want a different "saturation" of the texture. At the moment i only set it once but later i would set it each draw depending on the sprite beeing drawn. As noted in the code if i just write * 0.5 i don`t see a performance decrease but if i use * u_test the speed decreases about 5-7ms. Could that be possible? Could you think of a other solution? Am i totally in the wrong track?

varying vec4        v_fragmentColor; 
varying vec2        v_texCoord;
varying vec4        v_secondFragmentColor;

uniform sampler2D   CC_Texture0;

uniform vec3        u_topColor;
uniform vec3        u_centerColor;
uniform vec3        u_bottomColor;
uniform float       u_intensity;
uniform lowp float  u_test;

void main()
{
    //vec4 base = texture2D(CC_Texture0, v_texCoord) * v_fragmentColor * u_test;    // 1. 5-7 ms slower that 2.
    vec4 base = texture2D(CC_Texture0, v_texCoord) * v_fragmentColor * 0.5;         // 2. fast

    vec3 blend = v_secondFragmentColor.rgb;

    vec3 overlay = vec3( 2.0 * base.rgb * blend + base.rgb * base.rgb - 2.0 * base.rgb * base.rgb * blend);

    gl_FragColor = vec4(overlay, base.a);
}
xpda
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Alex
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0 Answers0