lygia
/v1.1.6
/math
/bump
)bump in a range between -1 and 1
Dependencies:
Use:
<float> bump(<float> x, <float> k)
#ifndef FNC_BUMP
#define FNC_BUMP
float bump(float x, float k){ return saturate( (1.0 - x * x) - k); }
vec3 bump(vec3 x, vec3 k){ return saturate( (1.0 - x * x) - k); }
float bump(float x) { return max(1.0 - x * x, 0.0); }
vec3 bump(vec3 x) { return max(vec3(1.,1.,1.) - x * x, vec3(0.,0.,0.)); }
#endif
Use:
<float> bump(<float> x, <float> k)
#ifndef FNC_BUMP
#define FNC_BUMP
float bump(float x, float k){ return saturate( (1.0 - x * x) - k); }
float3 bump(float3 x, float3 k){ return saturate( (1.0 - x * x) - k); }
float bump(float x) { return max(1.0 - x * x, 0.0); }
float3 bump(float3 x) { return max(float3(1.,1.,1.) - x * x, float3(0.,0.,0.)); }
#endif
Dependencies:
Use:
<float> bump(<float> x, <float> k)
#ifndef FNC_BUMP
#define FNC_BUMP
inline __host__ __device__ float bump(const float x) { return max(1.0f - x * x, 0.0f); }
inline __host__ __device__ float bump(float x, float k){ return clamp( (1.0 - x * x) - k, 0.0f, 1.0f); }
inline __host__ __device__ float3 bump(const float3& x) { return max(make_float3(1.0f) - x * x, make_float3(0.0f)); }
inline __host__ __device__ float3 bump(const float3& x, const float3& k){ return saturate( (1.0f - x * x) - k); }
#endif
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