Math functions
Beyond the functions defined on the numeric types, there are other methods which works on most types. These are wrapping functions defined in the GLSL standard library. This page does not describe what each method does. Please see GLSL documentation to learn what they do if it is not clear by their signature.
Import functions like this:
import { dot, radians, saturate } from "@hology/core/shader-nodes"
Trigonometry functions
radians<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
degrees<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
sin<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
cos<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
tan<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
asin<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
acos<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
atan<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(yOverX: T): T
Exponential functions
exp<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
log<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
exp2<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
log2<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
sqrt<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
inversesqrt<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
pow<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T, y: T): T
Geometric functions
length<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): FloatNode
normalize<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
Common functions
abs<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
sign<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
floor<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
fract<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
ceil<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
mix<
T extends FloatNode | Vec2Node | Vec3Node | Vec4Node,
U extends T | FloatNode
>(x: T, y: T, a: U): T
step<
T extends FloatNode | Vec2Node | Vec3Node | Vec4Node,
U extends T | FloatNode
>(edge: U, x: T): T
smoothstep<
T extends FloatNode | Vec2Node | Vec3Node | Vec4Node,
U extends T | FloatNode
>(edge0: U, edge1: U, x: T): T
clamp<
T extends FloatNode | Vec2Node | Vec3Node | Vec4Node,
U extends T | FloatNode
>(x: T, minVal: U, maxVal: U): T
saturate<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(a: T): T
Vector functions
dot<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T, y: T): FloatNode
Matrix functions
inverse<T extends Mat2Node | Mat3Node | Mat4Node>(x: T): T
transpose<T extends Mat2Node | Mat3Node | Mat4Node>(x: T): T
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