I've done Open GL ES in the past, but quite a while ago. From what I'm reading now, it seems there is a lot more emphasis on managing your own matrix stacks and pushing your matrices directly into a vertex shader to position your objects.
This is all well and good, but I'm just wondering how far you're meant to go with shaders. I don't know if they are only for simple things, or can I use them for a page turn effect. There will definitely be a lot of math that needs to be calculated. It feels like this is a good place to do it, but I don't have the experience to know if there are any gotchas with this.
I was going to input a point which maps to a finger position to the shader, then the shader would offset each vertex in a mesh which makes up the page, based on the finger position.
I'm going to attempt this in an Android App with OpenGl ES 2.0.
So,
The Question
Does this seem like a reasonable approach and if not, what would be the best way of getting the most out of the graphics chip given the effect I require and moden OpenGL APIs?
What I've researched so far
I've read through a number of blogs and tutorials, including Tutorials for Modern Open GL, but the shaders are always for lighting or just basic positioning. I'm thinking the calculations for a page turn effect might require more math than are in the shaders I've seen, but I don't know how much math in a shader would be too much!
I know I should just give this a go and see, but I've got a bit of time until this project starts and I was just really researching at the moment!
Update
Just as an update, I recently found out there is an instruction limit for shaders, so one requirement will be that I am able to get all my page turn math within the instruction limit.