Hi, I'm trying to optimize a webgl 1.0 app, and right know we have around 8-9 uniforms that are updated every frame (mostly floats and vec2's). We have a high cpu overhead due to drawcall count and I was wondering if it would be worth to pack all of those uniforms in a 3x3 matrix instead of setting all of them one by one.
I want to port this shader: https://www.shadertoy.com/view/XtXyDN, to three.js. I’m new with fragment shaders but I’m using this topic as a semi-guide for how to port this type of frame buffer shader: https://discourse.threejs.org/t/basic-feedback-and-buffer-implementation-with-glsl-shaders/409
Sadly, there seem to be lots of variables that needs to be converted in ways that are unknown for me. And the resources for this type of porting is sparse to say the least. So i’m asking all the shader masters out there for some kind of guidance of how to port this code/variables to make the port successful. Or if someone have good information to direct me to!
I would be very, very, very grateful if someone can help me with this, I could be even pay a bit for the port because its important to me to complete this asap.