Managing data in fragment shaders

I am looking for nice solutions/code examples to accessing large changing arrays in the fragment shader.

I tried passing in a uniform but it seems like there is a size limit.
I have heard of 1d textures but I am not really sure how to implement this and I hope there is a better way…

Hi, welcome to the community!

Buffer textures are the best way to do this. Here is an example that involves a buffer texture (although it’s designed to demonstrate something else):

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