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.
复制 import { dot, radians, saturate } from "@hology/core/shader-nodes"
复制 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
复制 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
复制 length<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): FloatNode
normalize<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T): T
复制 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
复制 dot<T extends FloatNode | Vec2Node | Vec3Node | Vec4Node>(x: T, y: T): FloatNode
复制 inverse<T extends Mat2Node | Mat3Node | Mat4Node>(x: T): T
transpose<T extends Mat2Node | Mat3Node | Mat4Node>(x: T): T