I've got a program that takes a (screen sized) 2-D float array and uses a color map function to generate an RGBA pixel array. I am drawing the array via glDrawPixels, and it works fine, but I was wondering if I could move my color map function into some sort of shader program.
Essentially my goal is to move the serial computation of these colors into a shader program in the hopes of parallelizing it. In order to do this, I suppose I'd have to pass my float array to the GPU somehow, but given that I'm passing the same number of RGBA ints I figured I'd see some performance increase. It seems logical to compute the color within a shader, but having looked at fragment and vertex shaders I can't really tell if either is what I'm looking for. I'm at a bit of a loss here, but if this post makes any sense I'd love some help.