rj-action-library/Runtime/Shading/Library/Math.gdshaderinc

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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 ) );
}
vec2 map_v2( vec2 value, vec2 inMin, vec2 inMax, vec2 outMin, vec2 outMax )
{
float x = map( value.x, inMin.x, inMax.x, outMin.x, outMax.x );
float y = map( value.y, inMin.y, inMax.y, outMin.y, outMax.y );
return vec2( x, y );
}
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;
}
vec2 onCircle( float angle )
{
return vec2( cos( angle ), sin( angle ) );
}