Files
test2/source/blender/gpu/shaders/common/gpu_shader_common_math.glsl
Campbell Barton 0148293520 License headers: add SPDX licenses for '*.glsl' files
When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.

Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.

As leading C-comments are now stripped,
added binary size of comments is no longer a concern.

Ref !111247
2023-08-24 10:57:03 +10:00

231 lines
4.5 KiB
GLSL

/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void math_add(float a, float b, float c, out float result)
{
result = a + b;
}
void math_subtract(float a, float b, float c, out float result)
{
result = a - b;
}
void math_multiply(float a, float b, float c, out float result)
{
result = a * b;
}
void math_divide(float a, float b, float c, out float result)
{
result = safe_divide(a, b);
}
void math_power(float a, float b, float c, out float result)
{
if (a >= 0.0) {
result = compatible_pow(a, b);
}
else {
float fraction = mod(abs(b), 1.0);
if (fraction > 0.999 || fraction < 0.001) {
result = compatible_pow(a, floor(b + 0.5));
}
else {
result = 0.0;
}
}
}
void math_logarithm(float a, float b, float c, out float result)
{
result = (a > 0.0 && b > 0.0) ? log2(a) / log2(b) : 0.0;
}
void math_sqrt(float a, float b, float c, out float result)
{
result = (a > 0.0) ? sqrt(a) : 0.0;
}
void math_inversesqrt(float a, float b, float c, out float result)
{
result = inversesqrt(a);
}
void math_absolute(float a, float b, float c, out float result)
{
result = abs(a);
}
void math_radians(float a, float b, float c, out float result)
{
result = radians(a);
}
void math_degrees(float a, float b, float c, out float result)
{
result = degrees(a);
}
void math_minimum(float a, float b, float c, out float result)
{
result = min(a, b);
}
void math_maximum(float a, float b, float c, out float result)
{
result = max(a, b);
}
void math_less_than(float a, float b, float c, out float result)
{
result = (a < b) ? 1.0 : 0.0;
}
void math_greater_than(float a, float b, float c, out float result)
{
result = (a > b) ? 1.0 : 0.0;
}
void math_round(float a, float b, float c, out float result)
{
result = floor(a + 0.5);
}
void math_floor(float a, float b, float c, out float result)
{
result = floor(a);
}
void math_ceil(float a, float b, float c, out float result)
{
result = ceil(a);
}
void math_fraction(float a, float b, float c, out float result)
{
result = a - floor(a);
}
void math_modulo(float a, float b, float c, out float result)
{
result = compatible_fmod(a, b);
}
void math_floored_modulo(float a, float b, float c, out float result)
{
result = (b != 0.0) ? a - floor(a / b) * b : 0.0;
}
void math_trunc(float a, float b, float c, out float result)
{
result = trunc(a);
}
void math_snap(float a, float b, float c, out float result)
{
result = floor(safe_divide(a, b)) * b;
}
void math_pingpong(float a, float b, float c, out float result)
{
result = (b != 0.0) ? abs(fract((a - b) / (b * 2.0)) * b * 2.0 - b) : 0.0;
}
/* Adapted from GODOT-engine math_funcs.h. */
void math_wrap(float a, float b, float c, out float result)
{
result = wrap(a, b, c);
}
void math_sine(float a, float b, float c, out float result)
{
result = sin(a);
}
void math_cosine(float a, float b, float c, out float result)
{
result = cos(a);
}
void math_tangent(float a, float b, float c, out float result)
{
result = tan(a);
}
void math_sinh(float a, float b, float c, out float result)
{
result = sinh(a);
}
void math_cosh(float a, float b, float c, out float result)
{
result = cosh(a);
}
void math_tanh(float a, float b, float c, out float result)
{
result = tanh(a);
}
void math_arcsine(float a, float b, float c, out float result)
{
result = (a <= 1.0 && a >= -1.0) ? asin(a) : 0.0;
}
void math_arccosine(float a, float b, float c, out float result)
{
result = (a <= 1.0 && a >= -1.0) ? acos(a) : 0.0;
}
void math_arctangent(float a, float b, float c, out float result)
{
result = atan(a);
}
void math_arctan2(float a, float b, float c, out float result)
{
result = atan(a, b);
}
void math_sign(float a, float b, float c, out float result)
{
result = sign(a);
}
void math_exponent(float a, float b, float c, out float result)
{
result = exp(a);
}
void math_compare(float a, float b, float c, out float result)
{
result = (abs(a - b) <= max(c, 1e-5)) ? 1.0 : 0.0;
}
void math_multiply_add(float a, float b, float c, out float result)
{
result = a * b + c;
}
/* See: https://www.iquilezles.org/www/articles/smin/smin.htm. */
void math_smoothmin(float a, float b, float c, out float result)
{
if (c != 0.0) {
float h = max(c - abs(a - b), 0.0) / c;
result = min(a, b) - h * h * h * c * (1.0 / 6.0);
}
else {
result = min(a, b);
}
}
void math_smoothmax(float a, float b, float c, out float result)
{
math_smoothmin(-a, -b, c, result);
result = -result;
}