Hello, my latest GLES2 shader (iPhone 3GS+) can be highly optimised if it knew which index was being processed. I don't want to send an ID stream as that would be an additional 32bits for the large amount of indices required. I need an alternative to gl_VertexID please, any ideas?
Also, no logical operations? (var &15) ...seems like things are being restricted somewhere. Are operations on a lowp int expected to be used, as 'ubyte' for example is also missing. TIA.