I'm trying to solve a problem where I can get all colors from image.
I see only one: walk through a loop at raster data and collect all bytes, I'm sure there is a better way to get colors from image. I'm thinking about some sort of collecting colors in result texture...
Is it ordinary situation, could you help me, I didn find anithing on the internet...
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 have this fragment shader that I found on shadertoy.com, and now I'm going to implement it via three.js. My issue is that I would really want to be able to go control the "time" of the shader. So that I can let it "play" and then "reverse" the effect to get it back to the starting point. It will also be interactive so it's not a question of an animation.
What would be the best way to do this? I'm new when it comes to fragment shaders.
Here's the shadertoy effect: https://www.shadertoy.com/view/ldcGDX