lygia
/v1.1.6
/math
/invQuartic
)inverse quartic polynomial https://iquilezles.org/articles/smoothsteps/
Use:
<float|vec2|vec3|vec4> invQuartic(<float|vec2|vec3|vec4> value);
#ifndef FNC_INVQUARTIC
#define FNC_INVQUARTIC
float invQuartic(const in float v) { return sqrt(1.0-sqrt(1.0-v)); }
vec2 invQuartic(const in vec2 v) { return sqrt(1.0-sqrt(1.0-v)); }
vec3 invQuartic(const in vec3 v) { return sqrt(1.0-sqrt(1.0-v)); }
vec4 invQuartic(const in vec4 v) { return sqrt(1.0-sqrt(1.0-v)); }
#endif
Use:
<float|float2|float3|float4> invQuartic(<float|float2|float3|float4> value);
#ifndef FNC_INVQUARTIC
#define FNC_INVQUARTIC
float invQuartic(const in float v) { return sqrt(1.0-sqrt(1.0-v)); }
float2 invQuartic(const in float2 v) { return sqrt(1.0-sqrt(1.0-v)); }
float3 invQuartic(const in float3 v) { return sqrt(1.0-sqrt(1.0-v)); }
float4 invQuartic(const in float4 v) { return sqrt(1.0-sqrt(1.0-v)); }
#endif
Dependencies:
Use:
<float|float2|float3|float4> invQuartic(<float|float2|float3|float4> value);
#ifndef FNC_INVQUARTIC
#define FNC_INVQUARTIC
inline __host__ __device__ float invQuartic(float v) { return sqrt(1.0f - sqrt(1.0f - v)); }
inline __host__ __device__ float2 invQuartic(const float2& v) { return sqrt(1.0f - sqrt(1.0f - v)); }
inline __host__ __device__ float3 invQuartic(const float3& v) { return sqrt(1.0f - sqrt(1.0f - v)); }
inline __host__ __device__ float4 invQuartic(const float4& v) { return sqrt(1.0f - sqrt(1.0f - v)); }
#endif
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