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// Copyright 2023-2024 JogAmp Community. All rights reserved.
#ifndef functions_glsl
#define functions_glsl
/** Returns product of components. */
float v_mul( vec2 v ) {
return v.x * v.y;
}
/** Returns product of components. */
float v_mul( vec3 v ) {
return v.x * v.y * v.z;
}
/** Returns component wise logical 'and' as float '0' or '1' using the components product and clamp. */
float v_and( vec2 v ) {
return clamp(v.x * v.y, 0, 1);
}
/** Returns component wise logical 'and' as float '0' or '1' using the components product and clamp. */
float v_and( vec3 v ) {
return clamp(v.x * v.y * v.z, 0, 1);
}
/** Returns sum of components. */
float v_sum( vec2 v ) {
return v.x + v.y;
}
/** Returns sum of components. */
float v_sum( vec3 v ) {
return v.x + v.y + v.z;
}
/** Returns component wise logical 'or' as float '0' or '1' using the components sum and clamp. */
float v_or( vec2 v ) {
return clamp(v.x + v.y, 0, 1);
}
/** Returns component wise logical 'or' as float '0' or '1' using the components sum and clamp. */
float v_or( vec3 v ) {
return clamp(v.x + v.y + v.z, 0, 1);
}
/** 32-bit float Epsilon value */
const float EPSILON = 1.1920929E-7f;
/**
* Branch-less clipping color selection.
* <p>
* Returns either 'col_in' if the 'coord' is within ['low'..'high'] range,
* otherwise 'col_ex'.
* </p>
* <p>
* This is achieved via the build-in 'step' and 'mix' function
* as well as our own 'v_mul' and v_or' function,
* which flattens a 'vec2' to one float suitable to be used as the 'mix' criteria.
* </p>
*/
vec4 clip_coord(vec4 col_in, vec4 col_ex, vec2 coord, vec2 low, vec2 high) {
vec4 c = mix( col_ex, col_in, v_mul( step(low, coord) ));
return mix( c, col_ex, v_or( step(high+EPSILON, coord) ));
}
/** Branch-less clipping color selection using vec3 coordinates and low/high clipping. */
vec4 clip_coord(vec4 col_in, vec4 col_ex, vec3 coord, vec3 low, vec3 high) {
vec4 c = mix( col_ex, col_in, v_mul( step(low, coord) ));
return mix( c, col_ex, v_or( step(high+EPSILON, coord) ));
}
/**
* Branch-less clipping test.
* <p>
* Returns either '1' if the 'coord' is within ['low'..'high'] range,
* otherwise '0'.
* </p>
* <p>
* This is achieved via the build-in 'step' and 'mix' function
* as well as our own 'v_mul' and v_or' function,
* which flattens a 'vec2' to one float suitable to be used as the 'mix' criteria.
* </p>
*/
float is_inside(vec2 coord, vec2 low, vec2 high) {
return v_mul( step(low, coord) ) * ( 1 - v_or( step(high+EPSILON, coord) ) );
}
/** Branch-less clipping test using vec3 coordinates and low/high clipping. */
float is_inside(vec3 coord, vec3 low, vec3 high) {
return v_mul( step(low, coord) ) * ( 1 - v_or( step(high+EPSILON, coord) ) );
}
#endif // functions_glsl
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