OpenGL着色器GLSL中的颜色按位移位 [英] Colour bit-wise shift in OpenGL shader GLSL

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本文介绍了OpenGL着色器GLSL中的颜色按位移位的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在将vec4传递给带有xyz和颜色值的着色器,我试图将颜色分量按位移动到它们自己的r g和b浮点数,但是有问题:

I am passing vec4 to the shaders with xyz and a colour value and I tried to bit-wise shift the colour component to their own r g and b floats but having issues:

顶点着色器:

#version 150

in vec4 position;

out vec2 Texcoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;

void main()
{
    Texcoord = vec2(position.w, position.w);
    gl_Position = proj * view * model * vec4(position.xyz, 1.0);
} 

片段着色器:

#version 150

in vec2 Texcoord;
out vec4 outColor;

uniform sampler2D tex;

void main()
{
    float data = Texcoord.r;
    float r = (data>> 16) & 0xff;
    float g = (data>> 8) & 0xff;
    float b = data & 0xff;
    outColor = vec4(r, g, b, 1.0);
}

错误:

Error compiling shader: 
0(11) : error C1021: operands to ">>" must be integral
0(12) : error C1021: operands to ">>" must be integral
0(13) : error C1021: operands to "&" must be integral

有任何想法我在做什么错吗?

Any ideas what I am doing wrong?

推荐答案

确定完成了:)

#version 150

in vec2 Texcoord;
out vec4 outColor;

uniform sampler2D tex;

vec3 unpackColor(float f) 
{
    vec3 color;
    color.r = floor(f / 65536);
    color.g = floor((f - color.r * 65536) / 256.0);
    color.b = floor(f - color.r * 65536 - color.g * 256.0);
    return color / 256.0;
}

void main()
{
    float data = Texcoord.r;
    vec3 unpackedValues = unpackColor(Texcoord.r);

    outColor = vec4(unpackedValues.bgr, 1.0);
}

我正在将4位构形传递到点云中某个点的着色器x y z坐标,并且第4个值以浮点数进行了颜色编码.因此,我需要从浮动对象中提取rgb信息,以便为每个点赋予一种颜色.

I was passing 4 bits of formation to my shader x y z coordinate of a point in the point cloud and 4th value was encoded colour in a float. So I needed to extract rgb information from the float to give each point a colour.

感谢帮助人员:)

这篇关于OpenGL着色器GLSL中的颜色按位移位的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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