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): TExponential 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): TGeometric functions
length<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): FloatNode
normalize<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): TCommon 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): TVector functions
dot<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T, y: T): FloatNodeMatrix functions
inverse<T extends Mat2Node | Mat3Node | Mat4Node>(x: T): T
transpose<T extends Mat2Node | Mat3Node | Mat4Node>(x: T): T