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# GLSL smoothstep genomförande

a little bit about some issues that are very relevant to shader writing: spaces, transformations, and interpolation. The specs are essential, but can be hard as a learning starting point. Colored Cube, in this second example we talk about several approaches on how to set color. Float exp2(float x) vec2 exp2(vec2 x) vec3 exp2(vec3 x) vec4 exp2(vec4 x) The exp2 function returns 2 raised to the power. Float atan(float y_over_x) vec2 atan(vec2 y_over_x) vec3 atan(vec3 y_over_x) vec4 atan(vec4 y_over_x) The atan function returns the arctangent of an angle in radians. Float exp(float x) vec2 exp(vec2 x) vec3 exp(vec3 x) vec4 exp(vec4 x) The exp function returns the constant e raised to the power. The input parameters can only be 3-component floating vectors. The output values decrease from.0. Vec3 cross(vec3 x, vec3 y) The cross function returns the cross product of the two input parameters,.e. The input parameters can be floating scalars or float vectors.

Smoothstep - OpenGL 4 Reference Pages - khronos

GLSL smoothstep genomförande

For compatibility features please go to the original. GenIType Signed integer scalar or vector types. Float min(float x, float y) vec2 min(vec2 x, vec2 y) vec3 min(vec3 x, vec3 y) vec4 min(vec4 x, vec4 y) The min function returns the smaller of the two arguments. This example goes through the basic theory and implementation of simple local lighting, using both Gouraud and Phong shading models for three common light types: directional, point and spot lights. Float log(float x) vec2 log(vec2 x) vec3 log(vec3 x) vec4 log(vec4 x) The log function returns the power to which the constant e has to be raised to produce. For more information please visit: www. It is the inverse function of tangent.

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