I have a shader in mind that would call for a fair few inputs, I think–specifically, I’m envisaging eighty sets of inputs, with each set containing the same handful of individual inputs (with potentially-differing values, of course). It may be worth noting that each vertex would “have interest” in only one set, determined by an unchanging index specified in the vertex (likely via vertex-colours).
Now, I could likely do this “by hand”: in my shaders, specify eighty * however-many individual inputs, and then call “setShaderInput” for each.
But that seems like a very tiresome way of doing things, and calls for a lot of calls to “setShaderInput”. Further, it seems like it might be more efficient to have each vertex only access the inputs that concern it, rather than examining each and every input and using a numeric selector or set of selectors to discard the irrelevant data.
For reference, I’m using “#version 130” in my shaders. (And, for now at least, don’t intend to switch to a later version.)
So, is there a good way of doing this, perhaps?