| STRINGIFY( |
| |
| sk_has_side_effects void print(float f); |
| |
| $genType cos($genType y); |
| $genHType cos($genHType y); |
| float dot($genType x, $genType y); |
| float2x2 inverse(float2x2 m); |
| float3x3 inverse(float3x3 m); |
| float4x4 inverse(float4x4 m); |
| $genType sin($genType x); |
| $genHType sin($genHType x); |
| $genType sqrt($genType x); |
| $genHType sqrt($genHType x); |
| $genType tan($genType x); |
| $genHType tan($genHType x); |
| |
| float degrees(float rad) { return rad * 57.2957795; } |
| float2 degrees(float2 rad) { return rad * 57.2957795; } |
| float3 degrees(float3 rad) { return rad * 57.2957795; } |
| float4 degrees(float4 rad) { return rad * 57.2957795; } |
| |
| float radians(float deg) { return deg * 0.0174532925; } |
| float2 radians(float2 deg) { return deg * 0.0174532925; } |
| float3 radians(float3 deg) { return deg * 0.0174532925; } |
| float4 radians(float4 deg) { return deg * 0.0174532925; } |
| |
| float length(float2 v) { return sqrt(dot(v, v)); } |
| float length(float3 v) { return sqrt(dot(v, v)); } |
| float length(float4 v) { return sqrt(dot(v, v)); } |
| |
| float distance(float2 a, float2 b) { return length(a - b); } |
| float distance(float3 a, float3 b) { return length(a - b); } |
| float distance(float4 a, float4 b) { return length(a - b); } |
| |
| float2 normalize(float2 v) { return v / length(v); } |
| float3 normalize(float3 v) { return v / length(v); } |
| float4 normalize(float4 v) { return v / length(v); } |
| |
| float mix(float x, float y, float t) { return x * (1 - t) + y * t; } |
| float2 mix(float2 x, float2 y, float t) { return x * (1 - t) + y * t; } |
| float3 mix(float3 x, float3 y, float t) { return x * (1 - t) + y * t; } |
| float4 mix(float4 x, float4 y, float t) { return x * (1 - t) + y * t; } |
| |
| float2 mix(float2 x, float2 y, float2 t) { return x * (1 - t) + y * t; } |
| float3 mix(float3 x, float3 y, float3 t) { return x * (1 - t) + y * t; } |
| float4 mix(float4 x, float4 y, float4 t) { return x * (1 - t) + y * t; } |
| |
| float3 cross(float3 a, float3 b) { |
| return float3(a.y * b.z - a.z * b.y, |
| a.z * b.x - a.x * b.z, |
| a.x * b.y - a.y * b.x); |
| } |
| |
| ) |