[英]Colour bit-wise shift in OpenGL shader GLSL
我將vec4傳遞給帶有xyz和顏色值的着色器,我嘗試將顏色分量按位移動到其自己的rg和b浮點數,但存在問題:
頂點着色器:
#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);
}
錯誤:
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
有什么想法我做錯了嗎?
好的,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);
}
我正在將4位格式傳遞到點雲中某個點的着色器xyz坐標,並且第4個值以浮點數進行了顏色編碼。 因此,我需要從浮動對象中提取rgb信息,以便為每個點賦予顏色。
謝謝大家的幫助:)
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