I have the following fragment shader.
varying highp vec2 tCoord;
void main() {
vec4 hc = texture2D(hair, tCoord);
gl_FragColor = hc;
}
In my program, I am drawing around 15 images on the screen (only 2D, no 3D manipulation). I allow the all the image to be moved with a finger. So when the images are on the screen, I get 40 fps, but when I move them offscreen (with my finger), I get 60 fps. (This eliminates any bottle-neck in the program or the vertex shader). I am running this on a Galaxy Tab 7".
Since this is a very simple shader, I would expect 60 fps all the time. Any reason why this is slow?