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@@ -336,8 +336,11 @@ vec3 adjustHue(vec3 _rgb, float _hue)
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vec4 packFloatToRgba(float _value)
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vec4 packFloatToRgba(float _value)
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{
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{
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- const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);
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- const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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+ // Reference(s):
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+ // - Encoding floats to RGBA - the final?
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+ // https://web.archive.org/web/20250914131649/https://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
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+ const vec4 shift = vec4(255 * 255 * 255, 255 * 255, 255, 1.0);
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+ const vec4 mask = vec4(0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
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vec4 comp = fract(_value * shift);
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vec4 comp = fract(_value * shift);
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comp -= comp.xxyz * mask;
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comp -= comp.xxyz * mask;
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return comp;
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return comp;
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@@ -345,14 +348,14 @@ vec4 packFloatToRgba(float _value)
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float unpackRgbaToFloat(vec4 _rgba)
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float unpackRgbaToFloat(vec4 _rgba)
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{
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{
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- const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);
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+ const vec4 shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
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return dot(_rgba, shift);
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return dot(_rgba, shift);
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}
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}
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vec2 packHalfFloat(float _value)
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vec2 packHalfFloat(float _value)
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{
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{
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- const vec2 shift = vec2(256, 1.0);
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- const vec2 mask = vec2(0, 1.0 / 256.0);
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+ const vec2 shift = vec2(255, 1.0);
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+ const vec2 mask = vec2(0, 1.0 / 255.0);
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vec2 comp = fract(_value * shift);
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vec2 comp = fract(_value * shift);
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comp -= comp.xx * mask;
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comp -= comp.xx * mask;
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return comp;
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return comp;
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@@ -360,7 +363,7 @@ vec2 packHalfFloat(float _value)
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float unpackHalfFloat(vec2 _rg)
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float unpackHalfFloat(vec2 _rg)
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{
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{
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- const vec2 shift = vec2(1.0 / 256.0, 1.0);
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+ const vec2 shift = vec2(1.0 / 255.0, 1.0);
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return dot(_rg, shift);
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return dot(_rg, shift);
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}
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}
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