November 11, 2017 (edited) , KOに번역する (번역を見せる) , ENから번역されました (원본을 보여주는)
Does length just add the rgb values together then? so (0.5, 0.25, 0.15) would equal 0.9?
Compare the two ways closely, you will see that your way has a biased distortortion down and left. mine does up/down left/right. Most noticable on the club scene(clothing dependant). My first glastastic shader did that, it's why i changed to this version.
This works on paper but doesn't give me the desired result..
int iMul = 2;
int Gi0 = (G0.r*256); // convert float to (0 - 255) range and discard the .0 .
int Gia0 = (Gi0/iMul)*iMul; // discard colour info by rounding error.
float Gf0 = (Gia0/256); // convert back to (0.0 - 1.0) range.
what have i done wrong and/or is there an easier way to remove colour resolution.
this should convert the range 0, 1, 2, 3, 4, 5 ,6... ect to 0, 0, 2, 2 ,4, 4, 6, 6 , 8, 8...ect
atm it seems to convert to 0 255 nothing inbetween(may be the normalmap routine borking it though).