One day, I realized you can do cool stuff if you have geometry data as x, y, z:
t = x + y;
xt = sin(t);
yt = cos(t);
zt = sqrt(xt**2 + yt**2);
You’d only do it that way explicitly in a vertex shader—but congratulations, that’s a coordinate transformation!
Now do it with more xyzwqp’s, then, profit!
In my example, I compressed x+y down to one parameter. You’ll be combining 4 spacial dimensions into combinations of xyz for use with a rendering pipeline.
Or, alternatively projecting straight to xy. Not sure which is preferable.