Both the `Math` node and the `Vector Math` currently only explicitly support modulo using truncated division which is oftentimes not the type of modulo desired as it behaves differently for negative numbers and positive numbers. Floored Modulo can be created by either using the `Wrap` operation or a combination of multiple `Math` nodes. However both methods obfuscate the actual intend of the artist and the math operation that is actually used. This patch adds modulo using floored division to the scalar `Math` node, explicitly stating the intended math operation and renames the already existing `"Modulo"` operation to `"Truncated Modulo"` to avoid confusion. Only the ui name is changed, so this should not break compatibility. Pull Request: https://projects.blender.org/blender/blender/pulls/110728
227 lines
4.4 KiB
GLSL
227 lines
4.4 KiB
GLSL
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
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void math_add(float a, float b, float c, out float result)
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{
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result = a + b;
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}
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void math_subtract(float a, float b, float c, out float result)
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{
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result = a - b;
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}
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void math_multiply(float a, float b, float c, out float result)
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{
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result = a * b;
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}
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void math_divide(float a, float b, float c, out float result)
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{
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result = safe_divide(a, b);
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}
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void math_power(float a, float b, float c, out float result)
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{
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if (a >= 0.0) {
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result = compatible_pow(a, b);
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}
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else {
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float fraction = mod(abs(b), 1.0);
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if (fraction > 0.999 || fraction < 0.001) {
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result = compatible_pow(a, floor(b + 0.5));
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}
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else {
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result = 0.0;
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}
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}
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}
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void math_logarithm(float a, float b, float c, out float result)
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{
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result = (a > 0.0 && b > 0.0) ? log2(a) / log2(b) : 0.0;
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}
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void math_sqrt(float a, float b, float c, out float result)
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{
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result = (a > 0.0) ? sqrt(a) : 0.0;
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}
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void math_inversesqrt(float a, float b, float c, out float result)
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{
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result = inversesqrt(a);
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}
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void math_absolute(float a, float b, float c, out float result)
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{
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result = abs(a);
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}
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void math_radians(float a, float b, float c, out float result)
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{
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result = radians(a);
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}
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void math_degrees(float a, float b, float c, out float result)
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{
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result = degrees(a);
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}
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void math_minimum(float a, float b, float c, out float result)
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{
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result = min(a, b);
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}
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void math_maximum(float a, float b, float c, out float result)
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{
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result = max(a, b);
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}
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void math_less_than(float a, float b, float c, out float result)
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{
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result = (a < b) ? 1.0 : 0.0;
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}
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void math_greater_than(float a, float b, float c, out float result)
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{
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result = (a > b) ? 1.0 : 0.0;
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}
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void math_round(float a, float b, float c, out float result)
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{
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result = floor(a + 0.5);
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}
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void math_floor(float a, float b, float c, out float result)
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{
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result = floor(a);
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}
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void math_ceil(float a, float b, float c, out float result)
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{
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result = ceil(a);
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}
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void math_fraction(float a, float b, float c, out float result)
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{
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result = a - floor(a);
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}
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void math_modulo(float a, float b, float c, out float result)
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{
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result = compatible_fmod(a, b);
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}
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void math_floored_modulo(float a, float b, float c, out float result)
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{
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result = (b != 0.0) ? a - floor(a / b) * b : 0.0;
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}
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void math_trunc(float a, float b, float c, out float result)
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{
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result = trunc(a);
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}
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void math_snap(float a, float b, float c, out float result)
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{
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result = floor(safe_divide(a, b)) * b;
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}
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void math_pingpong(float a, float b, float c, out float result)
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{
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result = (b != 0.0) ? abs(fract((a - b) / (b * 2.0)) * b * 2.0 - b) : 0.0;
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}
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/* Adapted from GODOT-engine math_funcs.h. */
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void math_wrap(float a, float b, float c, out float result)
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{
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result = wrap(a, b, c);
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}
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void math_sine(float a, float b, float c, out float result)
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{
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result = sin(a);
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}
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void math_cosine(float a, float b, float c, out float result)
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{
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result = cos(a);
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}
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void math_tangent(float a, float b, float c, out float result)
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{
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result = tan(a);
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}
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void math_sinh(float a, float b, float c, out float result)
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{
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result = sinh(a);
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}
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void math_cosh(float a, float b, float c, out float result)
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{
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result = cosh(a);
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}
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void math_tanh(float a, float b, float c, out float result)
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{
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result = tanh(a);
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}
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void math_arcsine(float a, float b, float c, out float result)
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{
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result = (a <= 1.0 && a >= -1.0) ? asin(a) : 0.0;
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}
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void math_arccosine(float a, float b, float c, out float result)
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{
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result = (a <= 1.0 && a >= -1.0) ? acos(a) : 0.0;
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}
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void math_arctangent(float a, float b, float c, out float result)
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{
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result = atan(a);
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}
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void math_arctan2(float a, float b, float c, out float result)
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{
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result = atan(a, b);
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}
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void math_sign(float a, float b, float c, out float result)
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{
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result = sign(a);
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}
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void math_exponent(float a, float b, float c, out float result)
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{
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result = exp(a);
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}
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void math_compare(float a, float b, float c, out float result)
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{
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result = (abs(a - b) <= max(c, 1e-5)) ? 1.0 : 0.0;
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}
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void math_multiply_add(float a, float b, float c, out float result)
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{
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result = a * b + c;
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}
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/* See: https://www.iquilezles.org/www/articles/smin/smin.htm. */
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void math_smoothmin(float a, float b, float c, out float result)
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{
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if (c != 0.0) {
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float h = max(c - abs(a - b), 0.0) / c;
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result = min(a, b) - h * h * h * c * (1.0 / 6.0);
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}
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else {
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result = min(a, b);
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}
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}
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void math_smoothmax(float a, float b, float c, out float result)
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{
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math_smoothmin(-a, -b, c, result);
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result = -result;
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}
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