LYGIA Shader Library

mod (lygia/v1.1.6/math/mod)

An implementation of mod that matches the GLSL mod. Note that HLSL's fmod is different.

Use:

mod(<float|float2|float3|float4> value, <float|float2|float3|float4> modulus)

Check it on Github


#ifndef FNC_MOD
#define FNC_MOD

float mod(in float x, in float y) { return x - y * floor(x / y); }
float2 mod(in float2 x, in float2 y) { return x - y * floor(x / y); }
float3 mod(in float3 x, in float3 y) { return x - y * floor(x / y); }
float4 mod(in float4 x, in float4 y) { return x - y * floor(x / y); }

#endif

Dependencies:

Check it on Github


////////////////////////////////////////////////////////////////////////////////
// fmod
////////////////////////////////////////////////////////////////////////////////

#ifndef FNC_MOD
#define FNC_MOD

inline __host__ __device__ float  mod(float a, float b) { return fmodf(a, b); }
inline __host__ __device__ float2 mod(const float2& a, const float2& b) { return make_float2(fmodf(a.x, b.x), fmodf(a.y, b.y)); }
inline __host__ __device__ float3 mod(const float3& a, const float3& b) { return make_float3(fmodf(a.x, b.x), fmodf(a.y, b.y), fmodf(a.z, b.z)); }
inline __host__ __device__ float4 mod(const float4& a, const float4& b) { return make_float4(fmodf(a.x, b.x), fmodf(a.y, b.y), fmodf(a.z, b.z), fmodf(a.w, b.w)); }

inline __host__ __device__ float2 mod(const float2& a, float b) { return make_float2(fmodf(a.x, b), fmodf(a.y, b)); }
inline __host__ __device__ float3 mod(const float3& a, float b) { return make_float3(fmodf(a.x, b), fmodf(a.y, b), fmodf(a.z, b)); }
inline __host__ __device__ float4 mod(const float4& a, float b) { return make_float4(fmodf(a.x, b), fmodf(a.y, b), fmodf(a.z, b), fmodf(a.w, b)); }

#endif

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