float clamp01( float value )
{
  return clamp( value, 0.0, 1.0 );
}

vec4 clamp01_v4( vec4 value )
{
  value.r = clamp01( value.r );
  value.g = clamp01( value.g );
  value.b = clamp01( value.b );
  value.a = clamp01( value.a );

  return value;
}

float normalizeToRange( float value, float min, float max )
{
  return ( value - min ) / ( max - min );
}

float normalizeToRange01( float value, float min, float max )
{
  return clamp01( normalizeToRange( value, min, max ) );
}

float map( float value, float inMin, float inMax, float outMin, float outMax )
{
  return mix( outMin, outMax, normalizeToRange( value, inMin, inMax ) );
}

float mapClamped( float value, float inMin, float inMax, float outMin, float outMax )
{
  return mix( outMin, outMax, normalizeToRange01( value, inMin, inMax ) );
}

float triangle( float value )
{
  float inverted = 1.0 - value;

  return min( value, inverted ) * 2.0;
}