I'm developing a lighting system for my Voxel engine. It's simply a list of lights containing the following information:
- Light Position (Vec3)
- Light Color (Vec3)
- Light strength (float)
I want to be a able to manage at least a hundred lights. So I have to send this data for each light to my Fragment shader, where I calculate the distance from the fragment and the light position for each light, and also take the angle between the normal of the surface to get a nice looking light without shadow.
What is the fastest way of sending 100 * this data to my fragment shader? I would like it to be OpenGL 3.1- compaitable, so UBO aren't an option.