LYGIA Shader Library

cubic (lygia/math/cubic)

cubic polynomial https://iquilezles.org/articles/smoothsteps/

Use:

<float|vec2|vec3|vec4> cubic(<float|vec2|vec3|vec4> value[, <float> in, <float> out]);

Check it on Github


#ifndef FNC_CUBIC
#define FNC_CUBIC 
float cubic(const in float v) { return v*v*(3.0-2.0*v); }
vec2  cubic(const in vec2 v)  { return v*v*(3.0-2.0*v); }
vec3  cubic(const in vec3 v)  { return v*v*(3.0-2.0*v); }
vec4  cubic(const in vec4 v)  { return v*v*(3.0-2.0*v); }

float cubic(const in float v, in float slope0, in float slope1) {
    float a = slope0 + slope1 - 2.;
    float b = -2. * slope0 - slope1 + 3.;
    float c = slope0;
    float v2 = v * v;
    float v3 = v * v2;
    return a * v3 + b * v2 + c * v;
}

vec2 cubic(const in vec2 v, in float slope0, in float slope1) {
    float a = slope0 + slope1 - 2.;
    float b = -2. * slope0 - slope1 + 3.;
    float c = slope0;
    vec2 v2 = v * v;
    vec2 v3 = v * v2;
    return a * v3 + b * v2 + c * v;
}

vec3 cubic(const in vec3 v, in float slope0, in float slope1) {
    float a = slope0 + slope1 - 2.;
    float b = -2. * slope0 - slope1 + 3.;
    float c = slope0;
    vec3 v2 = v * v;
    vec3 v3 = v * v2;
    return a * v3 + b * v2 + c * v;
}

vec4 cubic(const in vec4 v, in float slope0, in float slope1) {
    float a = slope0 + slope1 - 2.;
    float b = -2. * slope0 - slope1 + 3.;
    float c = slope0;
    vec4 v2 = v * v;
    vec4 v3 = v * v2;
    return a * v3 + b * v2 + c * v;
}
#endif

Use:

<float|float2|float3|float4> cubic(<float|float2|float3|float4> value [, <float> in, <float> out]);

Check it on Github


#ifndef FNC_CUBIC
#define FNC_CUBIC 
float   cubic(const in float v)   { return v*v*(3.0-2.0*v); }
float2  cubic(const in float2 v)  { return v*v*(3.0-2.0*v); }
float3  cubic(const in float3 v)  { return v*v*(3.0-2.0*v); }
float4  cubic(const in float4 v)  { return v*v*(3.0-2.0*v); }

float cubic(const in float value, in float slope0, in float slope1) {
    float a = slope0 + slope1 - 2.;
    float b = -2. * slope0 - slope1 + 3.;
    float c = slope0;
    float value2 = value * value;
    float value3 = value * value2;
    return a * value3 + b * value2 + c * value;
}

float2 cubic(const in float2 value, in float slope0, in float slope1) {
    float a = slope0 + slope1 - 2.;
    float b = -2. * slope0 - slope1 + 3.;
    float c = slope0;
    float2 value2 = value * value;
    float2 value3 = value * value2;
    return a * value3 + b * value2 + c * value;
}

float3 cubic(const in float3 value, in float slope0, in float slope1) {
    float a = slope0 + slope1 - 2.;
    float b = -2. * slope0 - slope1 + 3.;
    float c = slope0;
    float3 value2 = value * value;
    float3 value3 = value * value2;
    return a * value3 + b * value2 + c * value;
}

float4 cubic(const in float4 value, in float slope0, in float slope1) {
    float a = slope0 + slope1 - 2.;
    float b = -2. * slope0 - slope1 + 3.;
    float c = slope0;
    float4 value2 = value * value;
    float4 value3 = value * value2;
    return a * value3 + b * value2 + c * value;
}
#endif

Check it on Github


fn cubic(v: f32) -> f32 { return v*v*(3.0-2.0*v); }
fn cubic2(v: vec2f) -> vec2f { return v*v*(3.0-2.0*v); }
fn cubic3(v: vec3f) -> vec3f { return v*v*(3.0-2.0*v); }
fn cubic4(v: vec4f) -> vec4f { return v*v*(3.0-2.0*v); }

Dependencies:

Use:

<float|float2|float3|float4> cubic(<float|float2|float3|float4> value [, <float> in, <float> out]);

Check it on Github



#ifndef FNC_CUBIC
#define FNC_CUBIC 
inline __host__ __device__ float   cubic(float v)   { return v * v * (3.0f - 2.0f * v); }
inline __host__ __device__ float2  cubic(float2 v)  { return v * v * (3.0f - 2.0f * v); }
inline __host__ __device__ float3  cubic(float3 v)  { return v * v * (3.0f - 2.0f * v); }
inline __host__ __device__ float4  cubic(float4 v)  { return v * v * (3.0f - 2.0f * v); }

inline __host__ __device__ float cubic(float value, float slope0, float slope1) {
    float a = slope0 + slope1 - 2.0f;
    float b = -2.0f * slope0 - slope1 + 3.0f;
    float c = slope0;
    float value2 = value * value;
    float value3 = value * value2;
    return a * value3 + b * value2 + c * value;
}

inline __host__ __device__ float2 cubic(float2 value, float slope0, float slope1) {
    float a = slope0 + slope1 - 2.0f;
    float b = -2.0f * slope0 - slope1 + 3.0f;
    float c = slope0;
    float2 value2 = value * value;
    float2 value3 = value * value2;
    return a * value3 + b * value2 + c * value;
}

inline __host__ __device__ float3 cubic(float3 value, float slope0, float slope1) {
    float a = slope0 + slope1 - 2.0f;
    float b = -2.0f * slope0 - slope1 + 3.0f;
    float c = slope0;
    float3 value2 = value * value;
    float3 value3 = value * value2;
    return a * value3 + b * value2 + c * value;
}

inline __host__ __device__ float4 cubic(float4 value, float slope0, float slope1) {
    float a = slope0 + slope1 - 2.0f;
    float b = -2.0f * slope0 - slope1 + 3.0f;
    float c = slope0;
    float4 value2 = value * value;
    float4 value3 = value * value2;
    return a * value3 + b * value2 + c * value;
}
#endif

Examples

License

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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