vec3 rotateVector(vec4 quat, vec3 vec) { return vec + 2.0 * cross(cross(vec, quat.xyz) + quat.w * vec, quat.xyz); } vec4 getWorldPosition(vec3 origin, vec4 rotation, vec3 scale, vec3 local_pos) { local_pos = local_pos * scale; local_pos = rotateVector(rotation, local_pos); local_pos = local_pos + origin; return vec4(local_pos, 1.0); } vec4 convert10BitVector(int pked) { vec4 ret; int part = pked & 1023; float part_mix = float(clamp(int(part & 512), 0, 1)); ret.x = mix(float(part), float(-1024 + part), part_mix) * 0.00195694715; part = (pked >> 10) & 1023; part_mix = float(clamp(int(part & 512), 0, 1)); ret.y = mix(float(part), float(-1024 + part), part_mix) * 0.00195694715; part = (pked >> 20) & 1023; part_mix = float(clamp(int(part & 512), 0, 1)); ret.z = mix(float(part), float(-1024 + part), part_mix) * 0.00195694715; part = pked >> 30; part_mix = float(clamp(int(part & 2), 0, 1)); ret.w = mix(float(part), -1.0f, part_mix); return ret; }