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@Flexi23
Created January 9, 2012 23:26
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mapping vec4 rgba to higher precision vec2 in glsl (texture as vector field)
// GLSL fragment shader code to store and restore signed 15bit fixed point 2D vector in a normalized color value
// red and green are mapped to horizontal, blue and alpha to vertical
// the most significant bit is used as signum
// maximum velocity is 128 (7bit), overall accuracy is 1/256 (8bit)
// by Felix Woitzel (@Flexi23) Jan. 2012
// velocity vector to color value
vec4 encode(vec2 v){
vec4 rgba;
v += 128.;
int ix = int( v.x * 256. ); // convert to int to split accurately
int v1x = ix / 256; // hi
int v1y = ix - v1x * 256; // lo
rgba.r = float( v1x + 1 ) / 255.; // normalize
rgba.g = float( v1y + 1 ) / 255.;
int iy = int( v.y * 256.);
int v2x = iy / 256; // hi
int v2y = iy - v2x * 256; // lo
rgba.b = float( v2x + 1 ) / 255.;
rgba.a = float( v2y + 1 ) / 255.;
return rgba - 1./256.;
}
// color to velocity vector
vec2 decode(vec4 c){
vec2 v = vec2(0.);
int ir = int(c.r*255.);
int ig = int(c.g*255.);
int irg = ir*256 + ig;
v.x = float(irg) / 256.;
int ib = int(c.b*255.);
int ia = int(c.a*255.);
int iba = ib*256 + ia;
v.y = float(iba) / 256.;
v -= 128.;
return v;
}
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