Are there papers, books, or best practices information about efficiently managing hundreds or thousands of shaders in an application? Thank you.
Is this from a organization point of view? Or for optimizing resources?
Do you really have a project that is big enough that it would need hundreds of shaders?
There’s many tutorials online on how to create and manage shaders. Have you run into any specific problem? That would be easier to solve, that a theoretical problem.
It’s for research and teaching purpose. Can you share some of these tutorials?
It’s for research and teaching purpose.
Sorry when I asked if it’s from an organization point of view, I meant, are you having trouble organizing hundred of shaders? Or are you having trouble making something that runs fast enough?
Can you share some of these tutorials?
If you search online for “opengl shader tutorials” you should get more results than you have time to read. Implementing one shader is not much different than implementing multiple, unless you have a concrete problem you are facing with your own implementation.