lygia
/math
/pow3
)power of 3
Use:
<float|vec2|vec3|vec4> pow3(<float|vec2|vec3|vec4> v)
#ifndef FNC_POW3
#define FNC_POW3
float pow3(const in float v) { return v * v * v; }
vec2 pow3(const in vec2 v) { return v * v * v; }
vec3 pow3(const in vec3 v) { return v * v * v; }
vec4 pow3(const in vec4 v) { return v * v * v; }
#endif
Use:
<float|float2|float3|float4> pow3(<float|float2|float3|float4> x)
#ifndef FNC_POW3
#define FNC_POW3
float pow3(in float x) { return x * x * x; }
float2 pow3(in float2 x) { return x * x * x; }
float3 pow3(in float3 x) { return x * x * x; }
float4 pow3(in float4 x) { return x * x * x; }
#endif
Use:
<float|float2|float3|float4> pow3(<float|float2|float3|float4> v)
#ifndef FNC_POW3
#define FNC_POW3
float pow3(const float v) { return v * v * v; }
float2 pow3(const float2 v) { return v * v * v; }
float3 pow3(const float3 v) { return v * v * v; }
float4 pow3(const float4 v) { return v * v * v; }
#endif
Dependencies:
lygia
/math
/operations
.glsl
Use:
<float|float2|float3|float4> pow3(<float|float2|float3|float4> x)
#ifndef FNC_POW3
#define FNC_POW3
inline __host__ __device__ float pow3(float x) { return x * x * x; }
inline __host__ __device__ float2 pow3(const float2& x) { return x * x * x; }
inline __host__ __device__ float3 pow3(const float3& x) { return x * x * x; }
inline __host__ __device__ float4 pow3(const float4& x) { return x * x * x; }
#endif
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