Hello to everyone!
I'm using pixel shaders in order to do some very basic watermarking stuff with images.
I read a image as a A8R8G8B8 texture and mix it with another texture (same format) that contains the watermark data in a pixel shader,
However, in spite of being the two textures of integer format mi pixel shader must return a float4 value, not a int4 as I was testing or else I obtain artifacts in the final image. Even more, the original image must be sampled as a float, while sampling the watermark texture as a int or float gives the same results.
I'm worried because the integer data fits better with the needs of the watermarking and i'm fearing of loose information at de-watermarking stage.
Is there any way to work in a pixel shader as 100% integer data?
Thanks
I'm using pixel shaders in order to do some very basic watermarking stuff with images.
I read a image as a A8R8G8B8 texture and mix it with another texture (same format) that contains the watermark data in a pixel shader,
However, in spite of being the two textures of integer format mi pixel shader must return a float4 value, not a int4 as I was testing or else I obtain artifacts in the final image. Even more, the original image must be sampled as a float, while sampling the watermark texture as a int or float gives the same results.
I'm worried because the integer data fits better with the needs of the watermarking and i'm fearing of loose information at de-watermarking stage.
Is there any way to work in a pixel shader as 100% integer data?
Thanks