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author | Colin Basnett <cmbasnett@gmail.com> | 2022-09-17 03:50:37 +0300 |
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committer | Colin Basnett <cmbasnett@gmail.com> | 2022-09-17 03:50:37 +0300 |
commit | 564bda241a973396da51d7c3ccd9efd97d51728a (patch) | |
tree | 4d9aa4cccd82e2e606b47774afa5e1015bf14768 /source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl | |
parent | 0fff238150d076576053c25b646f653d6e3b0edb (diff) | |
parent | 48d7ff68f0df209c77bbb081ab46fbc109fd825a (diff) |
Merge branch 'master' into feature-imformatfeature-imformat
Diffstat (limited to 'source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl')
-rw-r--r-- | source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl index 124654963fd..1ba22b4c5da 100644 --- a/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl @@ -34,6 +34,17 @@ float compatible_pow(float x, float y) return pow(x, y); } +/* A version of pow that returns a fallback value if the computation is undefined. From the spec: + * The result is undefined if x < 0 or if x = 0 and y is less than or equal 0. */ +float fallback_pow(float x, float y, float fallback) +{ + if (x < 0.0 || (x == 0.0 && y <= 0.0)) { + return fallback; + } + + return pow(x, y); +} + float wrap(float a, float b, float c) { float range = b - c; @@ -114,8 +125,24 @@ void vector_copy(vec3 normal, out vec3 outnormal) outnormal = normal; } +vec3 fallback_pow(vec3 a, float b, vec3 fallback) +{ + return vec3(fallback_pow(a.x, b, fallback.x), + fallback_pow(a.y, b, fallback.y), + fallback_pow(a.z, b, fallback.z)); +} + /* Matirx Math */ +/* Return a 2D rotation matrix with the angle that the input 2D vector makes with the x axis. */ +mat2 vector_to_rotation_matrix(vec2 vector) +{ + vec2 normalized_vector = normalize(vector); + float cos_angle = normalized_vector.x; + float sin_angle = normalized_vector.y; + return mat2(cos_angle, sin_angle, -sin_angle, cos_angle); +} + mat3 euler_to_mat3(vec3 euler) { float cx = cos(euler.x); |