1 | STRINGIFY( |
2 | |
3 | $genType cos($genType y); |
4 | $genHType cos($genHType y); |
5 | float dot($genType x, $genType y); |
6 | float2x2 inverse(float2x2 m); |
7 | float3x3 inverse(float3x3 m); |
8 | float4x4 inverse(float4x4 m); |
9 | $genType sin($genType x); |
10 | $genHType sin($genHType x); |
11 | $genType sqrt($genType x); |
12 | $genHType sqrt($genHType x); |
13 | $genType tan($genType x); |
14 | $genHType tan($genHType x); |
15 | |
16 | float degrees(float rad) { return rad * 57.2957795; } |
17 | float2 degrees(float2 rad) { return rad * 57.2957795; } |
18 | float3 degrees(float3 rad) { return rad * 57.2957795; } |
19 | float4 degrees(float4 rad) { return rad * 57.2957795; } |
20 | |
21 | float radians(float deg) { return deg * 0.0174532925; } |
22 | float2 radians(float2 deg) { return deg * 0.0174532925; } |
23 | float3 radians(float3 deg) { return deg * 0.0174532925; } |
24 | float4 radians(float4 deg) { return deg * 0.0174532925; } |
25 | |
26 | float length(float2 v) { return sqrt(dot(v, v)); } |
27 | float length(float3 v) { return sqrt(dot(v, v)); } |
28 | float length(float4 v) { return sqrt(dot(v, v)); } |
29 | |
30 | float distance(float2 a, float2 b) { return length(a - b); } |
31 | float distance(float3 a, float3 b) { return length(a - b); } |
32 | float distance(float4 a, float4 b) { return length(a - b); } |
33 | |
34 | float2 normalize(float2 v) { return v / length(v); } |
35 | float3 normalize(float3 v) { return v / length(v); } |
36 | float4 normalize(float4 v) { return v / length(v); } |
37 | |
38 | float mix(float x, float y, float t) { return x * (1 - t) + y * t; } |
39 | float2 mix(float2 x, float2 y, float t) { return x * (1 - t) + y * t; } |
40 | float3 mix(float3 x, float3 y, float t) { return x * (1 - t) + y * t; } |
41 | float4 mix(float4 x, float4 y, float t) { return x * (1 - t) + y * t; } |
42 | |
43 | float2 mix(float2 x, float2 y, float2 t) { return x * (1 - t) + y * t; } |
44 | float3 mix(float3 x, float3 y, float3 t) { return x * (1 - t) + y * t; } |
45 | float4 mix(float4 x, float4 y, float4 t) { return x * (1 - t) + y * t; } |
46 | |
47 | float3 cross(float3 a, float3 b) { |
48 | return float3(a.y * b.z - a.z * b.y, |
49 | a.z * b.x - a.x * b.z, |
50 | a.x * b.y - a.y * b.x); |
51 | } |
52 | |
53 | ) |
54 | |