Normalized integer formats themselves are broken down into 2 kinds: unsigned normalized and signed normalized. Both normalized integer and floating-point formats will resolve, in the shader, to a vector of floating-point values, whereas integral formats will resolve to a vector of integers. They're just numbers it's how you use them that defines their meaning.Ĭolor formats can be stored in one of 3 ways: normalized integers, floating-point, or integral. Shaders are arbitrary programs they can consider a color value to represent a texture coordinate, a Fresnel index, a normal, or anything else they so desire. Note: Technically, any of the 4 color values can take on whatever meaning you give them in a shader.
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