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.
Graphics contexts have some limits, like numeric info and also info about which extensions the PC running your program has enabled. Idk which these are but they're there. Search "your_api limits"