I was trying to process a database of star data and export it to a texture which I could then use in a sky shader (instead of pre-rendering a cube map like a rational person), but Pillow does not seem to work well with color channels greater than 8 bits, so I thought... what if I just inline hundreds of kilobytes of data in an array? This isn't variable data. It doesn't need to be a uniform. It is not like the game is going to run long enough for these stars to move.
I have a feeling this won't work, but I want to see if it will almost work. The shader compiles and runs, though it is not yet processing this data. It takes a pretty long time to compile though. Every time I type in the Godot shader editor the CPU cooling fans spin up to maximum. The editor also seems to really hate text files where lines are 340,000 columns long
Update: It took about five minutes to render one frame, and then Godot crashed.
Why define a constant just to use the literal number below it?