I'd like to pass some values as vertex shader constants. Since I don't need whole float precision (nor do I have space), I'm wondering what would be best way to pack/compress multiple unsigned 8/16bit integer values into one float constant. Target range in shader is 0.0 - 1.0, basically uv coordinates.
forgot to mention, it's shader version 3
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement