# Glsl smoothstep acupuncture that let you control the flow of values. Some of these functions are more interesting when you play with them using. Otherwise the return value is interpolated between.0 and.0 using Hermite polynomials. Version Support OpenGL Shading Language Version Function Name.10.20.30.40.50.30.00.10.20.30.40.50 smoothstep (genType) smoothstep (genDType) Copyright Copyright Khronos Group. That means understanding how to make one dimensional functions. Float distance(float p0, float p1) float distance(vec2 p0, vec2 p1) float distance(vec3 p0, vec3 p1) float distance(vec4 p0, vec4 p1) The distance function returns the distance between two points.

Note that the license is Creative Commons Share Alike Non Commercial Attribution, not that uh, it matters much id wager. While it's difficult to describe all the relationships between trigonometric functions and circles, the above animation does a beautiful job of visually summarizing these relationships. Float degrees(float radians) vec2 degrees(vec2 radians) vec3 degrees(vec3 radians) vec4 degrees(vec4 radians the degrees function converts radians to degrees. Float clamp(float x, float minVal, float maxVal) vec2 clamp(vec2 x, float minVal, float maxVal) vec3 clamp(vec3 x, float minVal, float maxVal) vec4 clamp(vec4 x, flfloat minVal, float maxVal) There is also a variation of the clamp function where the second and third parameters are always.

Vec3 cross(vec3 x, vec3 y) The cross function returns the cross product of the two input parameters,.e. In case of a float vector the cosine is calculated separately for every component. Float step(float edge, float x) vec2 step(float edge, vec2 x) vec3 step(float edge, vec3 x) vec4 step(float edge, vec4 x) There is also a variation of the step function where the edge parameter is always a floating scalar. Float mod(float x, float y) vec2 mod(vec2 x, vec2 y) vec3 mod(vec3 x, vec3 y) vec4 mod(vec4 x, vec4 y) The mod function returns x minus the product of y and floor(x/y). Bvec2 greaterThan(vec2 x, vec2 y) bvec3 greaterThan(vec3 x, vec3 y) bvec4 greaterThan(vec4 x, vec4 y) bvec2 greaterThan(ivec2 x, ivec2 y) bvec3 greaterThan(ivec3 x, ivec3 y) bvec4 greaterThan(ivec4 x, ivec4 y) The greaterThan function returns a boolean vector as result of a component-wise comparison in the. Miyagi's fence lesson." Previously, we mapped the normalized position of x and y to the red and green channels.

For a point with Cartesian coordinates (x, y) the function returns the angle of the same point with polar coordinates (r, ). After reading this article take a look at the following translation of these functions to glsl. Extract just the fraction part ( fract ) of the resultant of sin(x). The function has two input parameters of the type floating scalar or float vector and one input parameter of the type floating scalar: I, the incident vector, N, the normal vector of the refracting surface, and eta, the ratio of indices of refraction. On line 22 try different exponents:.0,.0,.0,.0,.2 and.02 for example. 1.0 / now we find if we are above the saturation threshold for red. Note how the two phases shrink so each cycle repeats every 2 integers. This is useful in cases where a threshold function with a smooth transition is desired. Float smoothstep(float edge0, float edge1, float x) vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x) vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x) vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x) The smoothstep function returns.0 if x is smaller then edge0 and.0 if x is larger. Float exp(float x) vec2 exp(vec2 x) vec3 exp(vec3 x) vec4 exp(vec4 x) The exp function returns the constant e raised to the power. X divided by its length.

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