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/* ext is vec4(in_x, in_dy, out_x, out_dy). */
float curve_float_extrapolate(float x, float y, vec4 ext)
{
if (x < 0.0) {
return y + x * ext.y;
}
else if (x > 1.0) {
return y + (x - 1.0) * ext.w;
}
else {
return y;
}
}
#define RANGE_RESCALE(x, min, range) ((x - min) * range)
void curve_float(float fac,
float vec,
sampler1DArray curvemap,
float layer,
float range,
vec4 ext,
out float outvec)
{
float xyz_min = ext.x;
vec = RANGE_RESCALE(vec, xyz_min, range);
outvec = texture(curvemap, vec2(vec, layer)).x;
outvec = curve_float_extrapolate(vec, outvec, ext);
outvec = mix(vec, outvec, fac);
}
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