lygia
/v1.1.6
/math
/mmax
)extend GLSL Max function to add more arguments
Use:
max(<float> A, <float> B, <float> C[, <float> D])
max(<vec2|vec3|vec4> A)
#ifndef FNC_MMAX
#define FNC_MMAX
float mmax(in float a, in float b) { return max(a, b); }
float mmax(in float a, in float b, in float c) { return max(a, max(b, c)); }
float mmax(in float a, in float b, in float c, in float d) { return max(max(a, b), max(c, d)); }
float mmax(const vec2 v) { return max(v.x, v.y); }
float mmax(const vec3 v) { return mmax(v.x, v.y, v.z); }
float mmax(const vec4 v) { return mmax(v.x, v.y, v.z, v.w); }
#endif
Use:
max(<float> A, <float> B, <float> C[, <float> D])
max(<float2|float3|float4> A)
#ifndef FNC_MMAX
#define FNC_MMAX
float mmax(in float a, in float b) { return max(a, b); }
float mmax(in float a, in float b, in float c) { return max(a, max(b, c)); }
float mmax(in float a, in float b, in float c, in float d) { return max(max(a, b), max(c, d)); }
float mmax(const float2 v) { return max(v.x, v.y); }
float mmax(const float3 v) { return mmax(v.x, v.y, v.z); }
float mmax(const float4 v) { return mmax(v.x, v.y, v.z, v.w); }
#endif
Dependencies:
Use:
max(<float> A, <float> B, <float> C[, <float> D])
max(<float2|float3|float4> A)
#ifndef FNC_MMAX
#define FNC_MMAX
inline __device__ __host__ float mmax(float a, float b) { return max(a, b); }
inline __device__ __host__ float mmax(float a, float b, float c) { return max(a, max(b, c)); }
inline __device__ __host__ float mmax(float a, float b, float c, float d) { return max(max(a, b), max(c, d)); }
inline __device__ __host__ float mmax(const float2& v) { return max(v.x, v.y); }
inline __device__ __host__ float mmax(const float3& v) { return mmax(v.x, v.y, v.z); }
inline __device__ __host__ float mmax(const float4& v) { return mmax(v.x, v.y, v.z, v.w); }
#endif
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