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Right now I allow a maximum of 4 channels (bands) at a time in memory. At some point a user may wish to have 5 bands in a single algorithm.
A possible solution is to optionally store/allocate twoimage textures. I.e. right now I pass one vec4 image through the pipeline, but in the future you could pass two: vec4 image; vec4 image2.
Since I believe WebGL supports overloading, most algorithms could have code like:
You could add a general maxChannels argument. Then you change the signatures for DECKGL_MUTATE_COLOR and DECKGL_CREATE_COLOR to match that. E.g. for maxChannels=3 you'd have:
fs:DECKGL_MUTATE_COLOR(inout vec3 texture1, in vec2 coord)
For maxChannels=5 you'd have:
fs:DECKGL_MUTATE_COLOR(inout vec4 texture1, inout float texture2, in vec2 coord)
Note that you'd have to update each glsl function for every possible overloading...?
Right now I allow a maximum of 4 channels (bands) at a time in memory. At some point a user may wish to have 5 bands in a single algorithm.
A possible solution is to optionally store/allocate two
image
textures. I.e. right now I pass onevec4 image
through the pipeline, but in the future you could pass two:vec4 image; vec4 image2
.Since I believe WebGL supports overloading, most algorithms could have code like:
(not sure if it's possible/how to return multiple textures from a function).
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