shader_type canvas_item; render_mode blend_premul_alpha; const float TEX_SIZE = 4096.0; const float UV_QUANTIZE = TEX_SIZE; // I feel like these magic numbers are a bit more intuitive in hex const float x00FF = float(0x00FF); // 255.0 const float x0100 = float(0x0100); // 256.0 const float x7FFF = float(0x7FFF); // 32767.0 const float x8000 = float(0x8000); // 32768.0 const float xFF00 = float(0xFF00); // 65280.0 const float xFFFF = float(0xFFFF); // 65535.0 const float x10000 = float(0x10000); // 65536.0 const vec2 INT16_DOT_BE = vec2(xFF00, x00FF); const vec2 INT16_DOT_LE = vec2(x00FF, xFF00); uniform sampler2D tex : hint_normal; float unpack_int16(vec2 int16) { // Convert packed 2byte integer, sampled as two [0.0, 1.0] range floats, // to the original int value [-32768, 32767] or [0, 65535] but in float32 float unsigned = dot(int16, INT16_DOT_LE); return unsigned - (unsigned < x7FFF ? 0.0 : x10000); } float rescale_int16(float int16) { // Rescale from [-32768, 32767] to [-1.0, 1.0) return int16 / x8000; } vec2 pack_float_to_int16(float value) { // Convert a float in range [-1.0, 1.0) to a signed 2byte integer [-32768, 32767] packed into two [0.0, 1.0] floats float scaled = value * x8000; float unsigned = scaled + (scaled < 0.0 ? x10000 : 0.0); float unsigned_div_256 = unsigned / x0100; float MSB = trunc(unsigned_div_256) / x00FF; float LSB = fract(unsigned_div_256) * x0100 / x00FF; return vec2(LSB, MSB); } vec4 test_writeback(vec2 uv) { // Test importing and exporting the samples, // and exporting a value derived from the UV vec4 output; float sample_1 = rescale_int16(unpack_int16(texture(tex, uv).xw)); float sample_2 = rescale_int16(dot(trunc(uv*TEX_SIZE), vec2(1.0, TEX_SIZE))); output.xy = pack_float_to_int16(sample_1); output.zw = pack_float_to_int16(sample_2); return output; } void fragment() { // GLES2 vec2 uv = vec2(UV.x, 1.0-UV.y); uv = (trunc(uv*UV_QUANTIZE)+0.5)/UV_QUANTIZE; COLOR.xyzw = test_writeback(uv); }