packing data for shader constants

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-1 comments, last by zfvesoljc 12 years, 1 month ago
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

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