So I am having serious cpu power issues. I am having to create a lot of rectangles on the cpu. These rectangles are built based on two points and a weight. Basically I make a rectangle between two endpoints with a specific width (because OpenGL es 2.0 doesn’t allow line weight).
Is their a way I could just pass the two points and weight to some sort of shader and have the shader calculate its vertices then draw the triangle for it?
I know their is something called a “geometry shader” that I think is the part that decides what fragments to color based on the vertices. Is it possible, and how would one overload it?