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For performance reasons, the program treats boneMatrix as an array of float4 vectors rather than an array of float3x4 matrices. The matrixIndex array contains floating-point values instead of integers, and so the addressing of a single array of vectors is more efficient than accessing an array of matrices. There is definitely a performance ...


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As discussed in the comments above, it may be easier to get this effect (and scale better to large values of N) by flipping the request around. Rather than the shader for the scene geometry checking - in every rendered fragment - its distance to each of the N points, we can instead draw the scene geometry normally, then "stamp" the effects onto it by ...



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