I’m raytracing in the WebGL fragment shader, planning on using a dynamically generated fragment shader that contains the objects in my scene. As I add an object to my scene, I will be adding some lines to the fragment shader, so it could get pretty large. How big can it get and still work? Is it dependent on the graphics card?
I’m raytracing in the WebGL fragment shader, planning on using a dynamically generated fragment
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The “safe” answer is that it depends on your hardware and drivers, but in practical terms they can be pretty crazy big. What JustSid said about performance does apply (bigger shader == slower shader) but it sounds like you’re not exactly aiming for 60FPS here.
For a more in-depth breakdown of shader limits, check out http://en.wikipedia.org/wiki/High_Level_Shader_Language. The page is about Direct X shaders, but all the shader constraints apply to GLSL as well.