New answers tagged fragment-shader
The answer is spread across the following links. Due to size constraints / requirements it had to be a Buffer Texture. Overview listing of possible technologies: http://stackoverflow.com/questions/7954927/glsl-passing-a-list-of-values-to-fragment-shader OpenGL reference to Buffer Texture: https://www.opengl.org/wiki/Buffer_Texture Different question but ...
When uploading shader source, you may provide more than one string. The lines of the strings are concatenated into the full text source for the shader compiler. You can thus emulate an include system (poorly) by putting the text of the required sources before the string with the main shader source. This is the origin of the numbers before the line numbers ...
glBufferData makes a copy of the data and stores it in the VBO. This will then be uploaded to the gpu and the client can free/reuse the memory.
My Stupid: apparently you can change the filtering mode of your textures by using: "(TextureName).filterMode = FilterMode.Point" and that will take care of this problem. Had nothing to do with the shader.
Set the filterMode of your textures to FilterMode.Point. This will use nearest-neighbor interpolation, which will result in blocky rendering.
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