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From experimentation, providing these values through varyings runs substantially faster on Pixel devices. Alternative solutions to use f16 or push constants did not improve things substantially. These subset of shaders are used very heavily and so they benefit from this change more substantially. I don't think this is applicable to all shaders as there is going to be an additional varying interpolation cost. See also: [go/impeller-slow-fragment-shader](http://goto.google.com/impeller-slow-fragment-shader)
[Impeller] Provide fragment uniform data through varyings for solid color, glyph atlas, texture shaders. (flutter/engine#43838)
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