#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_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; }