@SebAaltonen We ended up having codepaths to support multiple extensions, plus a fallback to copy. Not saying that’s great, but as far as I know it’s the best you can do with GLES.
@SebAaltonen On mobile you can use various framebuffer-fetch extensions to read the fragment depth directly in the shader. Otherwise I think you need to make a copy of the depth texture to sample.
@SebAaltonen@baldurk Maybe I’m misunderstanding, but glUniform state is saved inside the program object. You only need to make these calls once when you first create the program. Don’t need to do it every frame.
@ChevyRay I mean, you actually finished and released a jrpg. I don’t care how long it took, that’s a pretty serious accomplishment. Looking forward to whatever you make next.
@SebAaltonen For what it's worth, I hit a similar (same?) problem, and eventually gave up and just used the cpp api. C api seemed half baked unfortunately.