diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl | 20 |
1 files changed, 14 insertions, 6 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl index 1b9b29b8ca2..5ce85dcd00d 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl @@ -61,9 +61,13 @@ WB_Normal workbench_normal_encode(vec3 n) /* Encode 2 float into 1 with the desired precision. */ float workbench_float_pair_encode(float v1, float v2) { - const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS); - const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS); - const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS); + // const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS); + // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS); + // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS); + /* Same as above because some compiler are dumb af. and think we use mediump int. */ + const uint total_mask = 0xFFu; + const uint v1_mask = 0x1Fu; + const uint v2_mask = 0x7u; int iv1 = int(v1 * float(v1_mask)); int iv2 = int(v2 * float(v2_mask)) << ROUGHNESS_BITS; return float(iv1 | iv2) * (1.0 / float(total_mask)); @@ -71,9 +75,13 @@ float workbench_float_pair_encode(float v1, float v2) void workbench_float_pair_decode(float data, out float v1, out float v2) { - const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS); - const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS); - const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS); + // const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS); + // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS); + // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS); + /* Same as above because some compiler are dumb af. and think we use mediump int. */ + const uint total_mask = 0xFFu; + const uint v1_mask = 0x1Fu; + const uint v2_mask = 0x7u; uint idata = uint(data * float(total_mask)); v1 = float(idata & v1_mask) * (1.0 / float(v1_mask)); v2 = float(idata >> ROUGHNESS_BITS) * (1.0 / float(v2_mask)); |