41 lines
908 B
Plaintext
41 lines
908 B
Plaintext
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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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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} |