2.8 KiB
2.8 KiB
Shaping Functions
Control value interpolation for smooth transitions and effects.
Core Functions
step(edge, x)
Hard threshold - returns 0.0 if x < edge, else 1.0.
float y = step(0.5, st.x); // Black left, white right
smoothstep(edge0, edge1, x)
Smooth Hermite interpolation between edges.
float y = smoothstep(0.2, 0.8, st.x); // Gradual transition
Internally: t = clamp((x-edge0)/(edge1-edge0), 0.0, 1.0); return t*t*(3.0-2.0*t);
mix(a, b, t)
Linear interpolation: a*(1-t) + b*t
vec3 color = mix(colorA, colorB, st.x); // Gradient
Power Functions
float y = pow(st.x, 5.0); // Exponential curve
float y = sqrt(st.x); // Square root
float y = exp(st.x); // Natural exponential
float y = log(st.x); // Natural logarithm
Exponent controls curve shape:
pow(x, n)where n > 1: Slow start, fast endpow(x, n)where n < 1: Fast start, slow end
Trigonometric Functions
float y = sin(st.x * PI); // Wave (0 to 1 to 0)
float y = cos(st.x * TWO_PI); // Full cycle
float y = sin(st.x * 10.0 + u_time); // Animated wave
Normalize sin/cos from [-1,1] to [0,1]:
float y = sin(x) * 0.5 + 0.5;
Fractional & Modulo
float y = fract(st.x * 5.0); // Sawtooth wave (0 to 1 repeating)
float y = mod(st.x, 0.2); // Modulo, repeats every 0.2
float y = floor(st.x * 5.0); // Integer part (0,1,2,3,4...)
float y = ceil(st.x * 5.0); // Round up
Absolute & Sign
float y = abs(st.x - 0.5); // V-shape centered at 0.5
float y = sign(st.x - 0.5); // -1.0, 0.0, or 1.0
Clamping
float y = clamp(x, 0.0, 1.0); // Constrain range
float y = min(a, b); // Smaller value
float y = max(a, b); // Larger value
Custom Shaping Curves
Polynomial smoothstep (quintic)
float smootherStep(float x) {
return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);
}
Exponential impulse
float impulse(float k, float x) {
float h = k * x;
return h * exp(1.0 - h);
}
Parabola
float parabola(float x, float k) {
return pow(4.0 * x * (1.0 - x), k);
}
Cubic pulse
float cubicPulse(float c, float w, float x) {
x = abs(x - c);
if (x > w) return 0.0;
x /= w;
return 1.0 - x * x * (3.0 - 2.0 * x);
}
Combining Functions
Create band with two smoothsteps:
float y = smoothstep(0.2, 0.4, st.x) - smoothstep(0.6, 0.8, st.x);
Smooth edges on shapes:
float edge = 0.01;
float circle = smoothstep(radius + edge, radius - edge, dist);
Animation Patterns
// Oscillate 0-1
float t = sin(u_time) * 0.5 + 0.5;
// Sawtooth
float t = fract(u_time);
// Triangle wave
float t = abs(fract(u_time) * 2.0 - 1.0);
// Ping-pong
float t = abs(mod(u_time, 2.0) - 1.0);