Created
May 26, 2021 17:54
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// Setting bounds because your packed flaot will go from 0->1 | |
const float BOUNDS = 1000.0; | |
float unnormalizeCoordinate(float x) { | |
return (x * 2.0 - 1.0) * BOUNDS; | |
} | |
float normalizeCoordinate(float x) { | |
return (x / BOUNDS) * 0.5 + 0.5; | |
} | |
const vec4 bitEnc = vec4(1.,255.,65025.,16581375.); | |
const vec4 bitDec = 1./bitEnc; | |
vec4 packRGBA (float v) { | |
vec4 enc = bitEnc * v; | |
enc = fract(enc); | |
enc -= enc.yzww * vec2(1./255., 0.).xxxy; | |
return enc; | |
} | |
float unpackRGBA (vec4 v) { | |
v = floor(v * 255.0 + 0.5) / 255.0; | |
return dot(v, bitDec); | |
} | |
// to get your position | |
// if you are using multiple render textures | |
float x = unnormalizeCoordinate( unpackRGBA(texture2d( posXDataTexture , uvlocation)); | |
float y = unnormalizeCoordinate( unpackRGBA(texture2d( posYDataTexture , uvlocation)); | |
float z = unnormalizeCoordinate( unpackRGBA(texture2d( posZDataTexture , uvlocation)); | |
// to get your position | |
// if you are using one data texture ( uvLocation will change based on which pixel you want to look up ) | |
float x = unnormalizeCoordinate( unpackRGBA(texture2d( posDataTexture , uvlocationX)); | |
float y = unnormalizeCoordinate( unpackRGBA(texture2d( posDataTexture , uvlocationY)); | |
float z = unnormalizeCoordinate( unpackRGBA(texture2d( posDataTexture , uvlocationZ)); | |
float3 pos = float3(x,y,z) | |
// if using multiple data textures, pack casually | |
gl_FragColor = packRGBA(normalizeCoordinate(pos.x)); | |
if just 1 data texture, you will need to know which type of pixel you need to pack | |
if( id == 0 ){ | |
gl_FragColor = packRGBA(normalizeCoordinate(pos.x)); | |
}else if( id == 1 ){ | |
gl_FragColor = packRGBA(normalizeCoordinate(pos.y)); | |
}else{ | |
gl_FragColor = packRGBA(normalizeCoordinate(pos.z)); | |
} |
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