fuckingtech/public/assets/glsl/lygia/math/cubic.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

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1.5 KiB
GLSL

/*
contributors: Inigo Quiles
description: cubic polynomial https://iquilezles.org/articles/smoothsteps/
use: <float|vec2|vec3|vec4> cubic(<float|vec2|vec3|vec4> value[, <float> in, <float> out]);
examples:
- https://raw.githubusercontent.com/patriciogonzalezvivo/lygia_examples/main/math_functions.frag
*/
#ifndef FNC_CUBIC
#define FNC_CUBIC
float cubic(const in float v) { return v*v*(3.0-2.0*v); }
vec2 cubic(const in vec2 v) { return v*v*(3.0-2.0*v); }
vec3 cubic(const in vec3 v) { return v*v*(3.0-2.0*v); }
vec4 cubic(const in vec4 v) { return v*v*(3.0-2.0*v); }
float cubic(const in float v, in float slope0, in float slope1) {
float a = slope0 + slope1 - 2.;
float b = -2. * slope0 - slope1 + 3.;
float c = slope0;
float v2 = v * v;
float v3 = v * v2;
return a * v3 + b * v2 + c * v;
}
vec2 cubic(const in vec2 v, in float slope0, in float slope1) {
float a = slope0 + slope1 - 2.;
float b = -2. * slope0 - slope1 + 3.;
float c = slope0;
vec2 v2 = v * v;
vec2 v3 = v * v2;
return a * v3 + b * v2 + c * v;
}
vec3 cubic(const in vec3 v, in float slope0, in float slope1) {
float a = slope0 + slope1 - 2.;
float b = -2. * slope0 - slope1 + 3.;
float c = slope0;
vec3 v2 = v * v;
vec3 v3 = v * v2;
return a * v3 + b * v2 + c * v;
}
vec4 cubic(const in vec4 v, in float slope0, in float slope1) {
float a = slope0 + slope1 - 2.;
float b = -2. * slope0 - slope1 + 3.;
float c = slope0;
vec4 v2 = v * v;
vec4 v3 = v * v2;
return a * v3 + b * v2 + c * v;
}
#endif