I’m trying to pass a value between 1-1000 to an GLSL shader program which only supports floats with a precision of 1 decimal place so the plan is to pack the value into a vec4 (RGBA components between 0-1) which I could decode in the shader program.
For example if I want to encode the value 50 I do: 50/1000 = 0.050 and get a value with 3 decimal places which could fit into an RGB value, but how can I extract the decimal places? I think it has something to do bit shifting but I wasn’t able to figure it out. The final result should be: r = 0 g = 5 b = 0 Regards, Ryan Joseph _______________________________________________ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal