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Best way to pass lights to a shader?

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I want to have multiple dynamic lights (i.e., position changing every frame) in my scene that I will iterate over with a loop in my fragment shader, but I'm unsure of the best way to get this information to the card. Is it better from a performance point of view to put the light data into uniforms, or packed into a texture, or does it not really matter one way or the other? My engine isn't deferred or anything, it's just a plain vanilla forward renderer.

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Quote:
Original post by Danny02
when using >3.0 binding a buffer to a texture would be the best way
also possible with the gpu 4 extention


Ah, I should have specified I'm targeting SM3.0 as the minimum required spec.

Also, what is the gpu 4 extension?

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