2025-01-08 18:46:17 +00:00
										 
									 
								 
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								const float DegreesToRadians = PI/180.0;
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											2024-07-25 05:40:31 +00:00
										 
									 
								 
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								float clamp01( float value )
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								{
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								  return clamp( value, 0.0, 1.0 );
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								}
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								vec4 clamp01_v4( vec4 value )
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								{
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								  value.r = clamp01( value.r );
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								  value.g = clamp01( value.g );
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								  value.b = clamp01( value.b );
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								  value.a = clamp01( value.a );
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								  return value;
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								}
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								float normalizeToRange( float value, float min, float max )
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								{
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								  return ( value - min ) / ( max - min );
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								}
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								float normalizeToRange01( float value, float min, float max )
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								{
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								  return clamp01( normalizeToRange( value, min, max ) );
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								}
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								float map( float value, float inMin, float inMax, float outMin, float outMax )
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								{
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								  return mix( outMin, outMax, normalizeToRange( value, inMin, inMax ) );
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								}
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								vec2 map_v2( vec2 value, vec2 inMin, vec2 inMax, vec2 outMin, vec2 outMax )
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								{
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								  float x = map( value.x, inMin.x, inMax.x, outMin.x, outMax.x );
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								  float y = map( value.y, inMin.y, inMax.y, outMin.y, outMax.y ); 
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								  return vec2( x, y );
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								}
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											2024-07-25 05:40:31 +00:00
										 
									 
								 
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								float mapClamped( float value, float inMin, float inMax, float outMin, float outMax )
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								{
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								  return mix( outMin, outMax, normalizeToRange01( value, inMin, inMax ) );
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								}
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								float triangle( float value )
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								{
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								  float inverted = 1.0 - value;
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								  return min( value, inverted ) * 2.0;
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								}
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								vec2 onCircle( float angle )
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								{
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								  return vec2( cos( angle ), sin( angle ) );
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											2024-07-25 05:40:31 +00:00
										 
									 
								 
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								}
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