LYGIA Shader Library

pow5 (lygia/math/pow5)

power of 5

Use:

<float|vec2|vec3|vec4> pow5(<float|vec2|vec3|vec4> v)

Check it on Github


#ifndef FNC_POW5
#define FNC_POW5

float pow5(const in float v) {
    float v2 = v * v;
    return v2 * v2 * v;
}

vec2 pow5(const in vec2 v) {
    vec2 v2 = v * v;
    return v2 * v2 * v;
}

vec3 pow5(const in vec3 v) {
    vec3 v2 = v * v;
    return v2 * v2 * v;
}

vec4 pow5(const in vec4 v) {
    vec4 v2 = v * v;
    return v2 * v2 * v;
}

#endif

Use:

<float|float2|float3|float4> pow5(<float|float2|float3|float4> x)

Check it on Github


#ifndef FNC_POW5
#define FNC_POW5

float pow5(in float x) {
    float x2 = x * x;
    return x2 * x2 * x;
}

float2 pow5(in float2 x) {
    float2 x2 = x * x;
    return x2 * x2 * x;
}

float3 pow5(in float3 x) {
    float3 x2 = x * x;
    return x2 * x2 * x;
}

float4 pow5(in float4 x) {
    float4 x2 = x * x;
    return x2 * x2 * x;
}

#endif

Dependencies:

Use:

<float|float2|float3|float4> pow5(<float|float2|float3|float4> x)

Check it on Github



#ifndef FNC_POW5
#define FNC_POW5

inline __host__ __device__ float pow5(float x) {
    float x2 = x * x;
    return x2 * x2 * x;
}

inline __host__ __device__ float2 pow5(const float2& x) {
    float2 x2 = x * x;
    return x2 * x2 * x;
}

inline __host__ __device__ float3 pow5(const float3& x) {
    float3 x2 = x * x;
    return x2 * x2 * x;
}

inline __host__ __device__ float4 pow5(const float4& x) {
    float4 x2 = x * x;
    return x2 * x2 * x;
}

#endif

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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