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:
Vertex shader:
#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);
}
Fragment shader:
#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);
}
Error:
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
Any ideas what I am doing wrong?
回答1:
OK got it done :)
#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);
}
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.
Thanks for help guys :)
来源:https://stackoverflow.com/questions/27548216/colour-bit-wise-shift-in-opengl-shader-glsl