mirror of
				https://github.com/maxartz15/VertexAnimation.git
				synced 2025-11-04 10:25:44 +01:00 
			
		
		
		
	Switched to Houdini vector packing
This commit is contained in:
		@@ -151,7 +151,7 @@ namespace TAO.VertexAnimation
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				{
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					positionMap.SetPixel(x, y,
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							new Color(verts[v].x, verts[v].y, verts[v].z,
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							VectorUtils.Float3ToFloat(normals[v]))
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							VectorUtils.EncodeFloat3ToFloat1(normals[v]))
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						);
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					x++;
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@@ -4,9 +4,11 @@ namespace TAO.VertexAnimation
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{
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	public static class VectorUtils
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	{
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		#region Custom Packing
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		// Encode.
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		public static Vector2 Float3ToFloat2(this Vector3 f3)
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		{
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			Vector3 rotation = Vector3.Normalize(new Vector3(f3.x, 0, f3.z));
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			Vector3 rotation = Vector3.Normalize(new Vector3(f3.x, 0, f3.y));
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			Vector2 f2 = new Vector2();
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			f2.x = Mathf.Acos(Vector3.Dot(rotation, new Vector3(1, 0, 0))) * Mathf.Sign(f3.z);
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@@ -30,5 +32,94 @@ namespace TAO.VertexAnimation
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		{
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			return Float2ToFloat(Float3ToFloat2(f3));
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		}
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		// Decode.
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		public static Vector2 FloatToFloat2(float f1)
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		{
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			f1 *= 256;
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			Vector2 f2;
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			f2.x = (f1 % 16) / 15;
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			f2.y = ((f1 / 256) * 16);
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			f2.y = Mathf.Floor(f2.y) / 15;
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			return f2;
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		}
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		public static Vector3 Float2ToFloat3(Vector2 f2)
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		{
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			float dist = 1 - Mathf.Abs((f2.y - 0.5f) * 2);
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			float temp = (f2.x * (Mathf.PI * 2)) - Mathf.PI;
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			Vector3 f3;
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			f3.x = Mathf.Sin(temp + (Mathf.PI * 2)) * dist;
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			f3.z = Mathf.Cos((temp - Mathf.PI) + (Mathf.PI * 2)) * dist;
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			f3.y = (f2.y - 0.5f) * -2;
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			f3 = f3.normalized;
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			return f3;
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		}
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		public static Vector3 FloatToFloat3(float f1)
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		{
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			return Float2ToFloat3(FloatToFloat2(f1));
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		}
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		#endregion
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		#region Houdini Style Packing
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		// Encode.
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		public static float EncodeFloat3ToFloat1(Vector3 f3)
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		{
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			float f1;
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			float z = Mathf.Sqrt(f3.z * 8 + 8);
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			float y = (f3.y / z + 0.5f) * 31;
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			float x = Mathf.Floor((f3.x / z + 0.5f) * 31) * 32;
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			f1 = (x + y) / 1023;
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			return f1;
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		}
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		// Decode.
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		public static Vector2 DecodeFloat1ToFloat2(float f1)
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		{
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			Vector2 f2;
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			f1 *= 1024;
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			f2.x = Mathf.Floor(f1 / 32.0f) / 31.5f;
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			f2.y = (f1 - (Mathf.Floor(f1 / 32.0f) * 32.0f)) / 31.5f;
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			return f2;
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		}
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		public static Vector3 DecodeFloat2ToFloat3(Vector2 f2)
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		{
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			Vector3 f3;
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			f2 *= 4;
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			f2.x -= 2;
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			f2.y -= 2;
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			float f2dot = Vector3.Dot(f2, f2);
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			f3.x = Mathf.Sqrt(1 - (f2dot / 4.0f)) * f2.x;
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			f3.y = Mathf.Sqrt(1 - (f2dot / 4.0f)) * f2.y;
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			f3.z = 1 - (f2dot / 2.0f);
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			//f3.x = Mathf.Clamp(f3.x, -1.0f, 1.0f);
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			//f3.y = Mathf.Clamp(f3.x, -1.0f, 1.0f);
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			//f3.z = Mathf.Clamp(f3.x, -1.0f, 1.0f);
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			f3 = Vector3.ClampMagnitude(f3, 1);
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			return f3;
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		}
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		public static Vector3 DecodeFloat1ToFloat3(float f1)
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		{
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			return DecodeFloat2ToFloat3(DecodeFloat1ToFloat2(f1));
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		}
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		#endregion
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	}
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}
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@@ -178,9 +178,6 @@
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@@ -307,9 +307,9 @@
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@@ -368,6 +368,20 @@
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@@ -578,20 +592,6 @@
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@@ -1301,9 +1301,9 @@
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@@ -1443,10 +1443,10 @@
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@@ -1824,6 +1824,21 @@
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@@ -2048,9 +2063,9 @@
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@@ -4824,33 +4827,6 @@
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@@ -6,62 +6,17 @@
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#define V_TWO_PI	6.28318530718f
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#define V_HALF_PI   1.57079632679f
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void EncodeFloat3ToFloat1_float(float3 f3, out float f1)
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{
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	float z = sqrt(f3.z * 8 + 8);
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	f1 = (x + y) / 1023;
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}
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void DecodeFloat1ToFloat2_float(float f1, out float2 f2)
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{
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	f1 *= 1024;
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	f2.x = floor(f1 / 32.0) / 31.5;
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	f2.y = (f1 - (floor(f1 / 32.0) * 32.0)) / 31.5;
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}
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void DecodeFloat2ToFloat3_float(float f2, out float3 f3)
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{
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	f2 *= 4;
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	f2 -= 2;
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	float f2dot = dot(f2, f2);
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	f3.xy = sqrt(1 - (f2dot / 4.0)) * f2;
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	f3.z = 1 - (f2dot / 2.0);
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	f3 = clamp(f3, -1.0, 1.0);
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}
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void DecodeFloat1ToFloat3_float(float f1, out float3 f3)
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{
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	float2 f2;
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	DecodeFloat1ToFloat2_float(f1, f2);
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	DecodeFloat2ToFloat3_float(f2, f3);
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}
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// Ref:
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// https://answers.unity.com/questions/733677/cg-shader-float3-to-float-packunpack-functions.html
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// http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
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void Encode2Float3ToFloat1_float(float3 f3, out float f1)
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{
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	f1 = (dot(round((f3) * 255), float3(65536, 256, 1)));
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}
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void Decode2Float1ToFloat3_float(float f1, out float3 f3)
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{
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	f3 = (frac((f1) / float3(16777216, 65536, 256)));
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}
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// Custom
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// Custom Packing.
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// Encode float3 to 0..1 float.
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void Float3ToFloat2_float(float3 f3, out float2 f2)
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{
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	//float3 rotation = normalize(float3(f3.x, 0, f3.y));
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	float3 rotation = normalize(float3(f3.x, 0, f3.z));
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		||||
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	f2.x = acos (dot(rotation, float3(1, 0, 0))) * sign(f3.z);
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	f2.x = acos(dot(rotation, float3(1, 0, 0))) * sign(f3.z);
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	f2.x = ((f2.x / V_PI) + 1) * 0.5f;
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	f2.y =  acos(f3.y) / V_PI;
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	f2.y = acos(f3.y) / V_PI;
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	f2 *= 15;
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	f2.x = round(f2.x);
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@@ -110,4 +65,53 @@ void FloatToFloat3_float(float f1, out float3 f3)
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	Float2ToFloat3_float(f2, f3);
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}
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// Houdini Style Packing.
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// Encode.
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void EncodeFloat3ToFloat1_float(float3 f3, out float f1)
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{
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	float z = sqrt(f3.z * 8 + 8);
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	float y = (f3.y / z + 0.5f) * 31;
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	float x = floor((f3.x / z + 0.5f) * 31) * 32;
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	f1 = (x + y) / 1023;
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}
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// Decode.
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void DecodeFloat1ToFloat2_float(float f1, out float2 f2)
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{
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	f1 *= 1024;
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	f2.x = floor(f1 / 32.0) / 31.5;
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	f2.y = (f1 - (floor(f1 / 32.0) * 32.0)) / 31.5;
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}
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void DecodeFloat2ToFloat3_float(float2 f2, out float3 f3)
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{
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	f2 *= 4;
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	f2 -= 2;
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	float f2dot = dot(f2, f2);
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	f3.xy = sqrt(1 - (f2dot / 4.0)) * f2;
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	f3.z = 1 - (f2dot / 2.0);
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	f3 = clamp(f3, -1.0, 1.0);
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}
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void DecodeFloat1ToFloat3_float(float f1, out float3 f3)
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{
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	float2 f2;
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	DecodeFloat1ToFloat2_float(f1, f2);
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	DecodeFloat2ToFloat3_float(f2, f3);
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}
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// Test Packing.
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// Ref:
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// https://answers.unity.com/questions/733677/cg-shader-float3-to-float-packunpack-functions.html
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// http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
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void Encode2Float3ToFloat1_float(float3 f3, out float f1)
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{
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	f1 = (dot(round((f3) * 255), float3(65536, 256, 1)));
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}
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void Decode2Float1ToFloat3_float(float f1, out float3 f3)
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{
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	f3 = (frac((f1) / float3(16777216, 65536, 256)));
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}
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#endif
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@@ -25,7 +25,7 @@ float2 VA_UV_float(float2 uv, int maxFrames, float time)
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}
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void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames,
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	out float3 position, out float3 alpha)
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	out float3 position, out float alpha)
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{
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	float2 uvPosition = VA_UV_float(uv, maxFrames, time);
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@@ -39,7 +39,7 @@ void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float t
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}
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void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames,
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	out float3 position, out float3 alpha)
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	out float3 position, out float alpha)
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{
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	float2 uvPosition = VA_UV_float(uv, maxFrames, time);
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@@ -196,7 +196,7 @@
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{
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		Reference in New Issue
	
	Block a user