51 lines
No EOL
1.5 KiB
GLSL
51 lines
No EOL
1.5 KiB
GLSL
/*
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contributors: Inigo Quiles
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description: cubic polynomial https://iquilezles.org/articles/smoothsteps/
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use: <float|vec2|vec3|vec4> cubic(<float|vec2|vec3|vec4> value[, <float> in, <float> out]);
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examples:
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- https://raw.githubusercontent.com/patriciogonzalezvivo/lygia_examples/main/math_functions.frag
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*/
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#ifndef FNC_CUBIC
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#define FNC_CUBIC
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float cubic(const in float v) { return v*v*(3.0-2.0*v); }
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vec2 cubic(const in vec2 v) { return v*v*(3.0-2.0*v); }
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vec3 cubic(const in vec3 v) { return v*v*(3.0-2.0*v); }
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vec4 cubic(const in vec4 v) { return v*v*(3.0-2.0*v); }
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float cubic(const in float v, in float slope0, in float slope1) {
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float a = slope0 + slope1 - 2.;
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float b = -2. * slope0 - slope1 + 3.;
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float c = slope0;
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float v2 = v * v;
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float v3 = v * v2;
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return a * v3 + b * v2 + c * v;
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}
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vec2 cubic(const in vec2 v, in float slope0, in float slope1) {
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float a = slope0 + slope1 - 2.;
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float b = -2. * slope0 - slope1 + 3.;
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float c = slope0;
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vec2 v2 = v * v;
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vec2 v3 = v * v2;
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return a * v3 + b * v2 + c * v;
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}
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vec3 cubic(const in vec3 v, in float slope0, in float slope1) {
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float a = slope0 + slope1 - 2.;
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float b = -2. * slope0 - slope1 + 3.;
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float c = slope0;
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vec3 v2 = v * v;
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vec3 v3 = v * v2;
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return a * v3 + b * v2 + c * v;
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}
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vec4 cubic(const in vec4 v, in float slope0, in float slope1) {
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float a = slope0 + slope1 - 2.;
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float b = -2. * slope0 - slope1 + 3.;
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float c = slope0;
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vec4 v2 = v * v;
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vec4 v3 = v * v2;
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return a * v3 + b * v2 + c * v;
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}
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#endif |