I have a WebGL shader which compiles perceptually immediately (Chrome on Windows 7) when I have this:
void main(void) {
if (antialias_level == 1)
gl_FragColor = NewtonIteration((gl_FragCoord.xy + offset) / zoom);
else if (antialias_level == 2)
gl_FragColor = (NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.25, -0.25)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.25, 0.25)) / zoom)) * 0.5;
}
But it takes a very long time (~10 sec) to compile this:
void main(void) {
if (antialias_level == 1)
gl_FragColor = NewtonIteration((gl_FragCoord.xy + offset) / zoom);
else if (antialias_level == 2)
gl_FragColor = (NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.25, -0.25)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.25, 0.25)) / zoom)) * 0.5;
else if (antialias_level == 4)
gl_FragColor = (NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.25, -0.25)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.25, 0.25)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.25, -0.25)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.25, 0.25)) / zoom)) * 0.25;
else if (antialias_level == 9)\
gl_FragColor = (NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.33, -0.33)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.0, -0.33)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.33, -0.33)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.33, 0.0)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.0, 0.0)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.33, 0.0)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.33, 0.33)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.0, 0.33)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.33, 0.33)) / zoom)) * 0.111111111;
else if (antialias_level == 16)\
gl_FragColor = (NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.375, -0.375)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.125, -0.375)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.125, -0.375)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.375, -0.375)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.375, -0.125)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.125, -0.125)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.125, -0.125)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.375, -0.125)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.375, 0.125)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.125, 0.125)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.125, 0.125)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.375, 0.125)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.375, 0.375)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(-0.125, 0.375)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.125, 0.375)) / zoom) + NewtonIteration((gl_FragCoord.xy + offset + vec2(0.375, 0.375)) / zoom)) * 0.0625;
}
Is there a way to cache the result of the WebGL compilation to binary and load that instead, or would that not help? I'm assuming the long delay has to do with translating the shader from OpenGL to DirectX.