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March 12, 2014 18:03
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Useful GLSL functions - Random and Encode Float
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float random(vec2 seed) { | |
return fract(cos(mod(123456780., 1024. * dot(seed / time, vec2(23.1406926327792690, 2.6651441426902251))))); | |
} | |
float shift_right(float v, float amt) { | |
v = floor(v) + 0.5; return floor(v / exp2(amt)); | |
} | |
float shift_left(float v, float amt) { | |
return floor(v * exp2(amt) + 0.5); | |
} | |
float mask_last(float v, float bits) { | |
return mod(v, shift_left(1.0, bits)); | |
} | |
float extract_bits(float num, float from, float to) { | |
from = floor(from + 0.5); to = floor(to + 0.5); | |
return mask_last(shift_right(num, from), to - from); | |
} | |
vec4 encode_float(float val) { | |
if (val == 0.0) return vec4(0, 0, 0, 0); | |
float sign = val > 0.0 ? 0.0 : 1.0; | |
val = abs(val); | |
float exponent = floor(log2(val)); | |
float biased_exponent = exponent + 127.0; | |
float fraction = ((val / exp2(exponent)) - 1.0) * 8388608.0; | |
float t = biased_exponent / 2.0; | |
float last_bit_of_biased_exponent = fract(t) * 2.0; | |
float remaining_bits_of_biased_exponent = floor(t); | |
float byte4 = extract_bits(fraction, 0.0, 8.0) / 255.0; | |
float byte3 = extract_bits(fraction, 8.0, 16.0) / 255.0; | |
float byte2 = (last_bit_of_biased_exponent * 128.0 + extract_bits(fraction, 16.0, 23.0)) / 255.0; | |
float byte1 = (sign * 128.0 + remaining_bits_of_biased_exponent) / 255.0; | |
return vec4(byte4, byte3, byte2, byte1); | |
} | |
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