maximum number of 4-component generic vertex attributes accessible to a vertex shader. The value must be at least 16. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glGet.xhtml
दрࠂب O(NM)ী ೧ࢲ ড 2ߔ݅ߣ ো ਃೞ. FOR vertex_index = 0 TO vertex_count FOR target_index = 0 TO target_count position += target_weight[target_index] * target_buffer[target_index][vertex_index] END FOR END FOR
ࣻ೯ؼ ࣻ . GPUܳ ࢎਊೠݶ दрࠂبܳ O(M)ਵ۽ ੌ ࣻ . FOR vertex_index = 0 TO vertex_count FOR target_index = 0 TO target_count position += target_weight[target_index] * target_buffer[target_index][vertex_index] END FOR END FOR
morph_target_buffer { vec4 positions[][]; } target_buffer; FOR target_index = 0 TO target_count position += target_weight[target_index] * target_buffer[target_index][vertex_index] END FOR // vertex_indexח thread_id৬ زੌ
one value, the maximum number of active shader storage blocks that may be accessed by a vertex shader. https://www.khronos.org/registry/OpenGL-Refpages/es3.1