OpenGL ES 2.0 Multiple shader programs - texture rendering not working anymore
问题 My app draws a mixture of point sprites and standard quad textures. Until recently, I was using a single shader program for this - however a branch in the fragment shader (to decide whether to use point sprite coords/colors) was seriously throttling the performance of my rendering. My fragment shader originally looked like this: precision highp float; uniform sampler2D u_textureSprite; uniform bool u_isSprite; varying vec4 v_color; varying vec2 v_textureCoord; void main() { vec4 textureColor