Created
July 24, 2015 10:22
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A rudimentary approach to emulating non-uniform, type-agnostic arrays in GLSL.
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// By Gerard Geer, under MIT license | |
// A 2,4,8 or 16 element array implemented as a binary tree, #defined for type agnosticity. | |
#define ARR2(x, a,b) (x<1) ? a : b | |
#define ARR4(x, a,b,c,d) (x<2) ? ARR2(x,a,b) : ARR2(x-2,c,d) | |
#define ARR8(x, a,b,c,d, e,f,g,h) (x<4) ? ARR4(x, a,b,c,d) : ARR4(x-4, e,f,g,h) | |
#define ARR16(x, a,b,c,d, e,f,g,h, i,j,k,l, m,n,o,p) (x<8) ? ARR8(x, a,b,c,d, e,f,g,h) : ARR8(x-8, i,j,k,l, m,n,o,p) | |
// Shadertoy entry point. | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
// Get a value from an array of integers. | |
int paletteValue = ARR16(8, 0,0,0,0, 1,0,0,0, 2,0,0,0, 3,0,0,0); | |
// Use that value to sample the array of vec4 color values. | |
fragColor = ARR4(paletteValue, vec4(0.0,0.0,0.0,1.0), | |
vec4(0.0,1.0,0.0,1.0), | |
vec4(0.0,1.0,1.0,1.0), | |
vec4(1.0,0.0,1.0,1.0)); | |
} |
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