Hi. I’m developing an hexagonal grid strategy game. Maps can have ~ 6000 hexagons. Currently I’m handling the selelection of units and highlighting of the terrain with a shader, but I’ve experienced problems when creating arrays more than 1024. So I think there’s a limit in the size of uniform float arrays that can be put in a shader.

Here’s the problem: for making the fog of war, it’s possible the number of hexagons that are “shadowed” (or lighted, if we think in the opposite way) it’s very high, more than the limit for floats imposed by the shader limits.

I’m wondering if there’s a way to “shadow” a region of the hexagonal grid that could be larger than the shader uniform size limit.

Note: I could try to think some algoritms to make it possible but maybe there’s a solution that doesn’t involve, e.g., using bigger shapes and some kind of algorithm to create the shadow using bigger and smaller shapes of hexagon “circles”.