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GPU friendly compression of 2D signal

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Hey I want to try shade particles by compute a "small" number of samples, e.g. 10, in VS. I only need to compute the intensity of the light, so essentially it's a single piece of data in 2 dimensions. Now I want to compress this data, pass it on to PS and decompress it there (the particle is a single quad and the data is passed through interpolators). I will accept a certain amount of error as long as there are no hard edges, i.e. blurred. The compressed data has to be small and compression/decompression fast. Does anyone know of a good way to do this? Maybe I could do something fourier based but I'm not sure of what basis functions to use. Thanks

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