glsl-out-of-range

1.0.4 • Public • Published

glsl-out-of-range

Tests if a point is outside ranges. It could be useful in vertex & fragment shaders to support reversed ranges (bounds) in 3D/2D scenes.

Function prototypes:

bool outOfRange(float a, float b, float p);

bool outOfRange(vec2 a, vec2 b, vec2 p);

bool outOfRange(vec3 a, vec3 b, vec3 p);

bool outOfRange(vec4 a, vec4 b, vec4 p);

Please note that in the case of vec4 input arguments, only 3 tests are made i.e. for xyz and not for w.

Example

#pragma glslify: outOfRange require(glsl-out-of-range) 
 
void main() {
  if (outOfRange(bounds[0], bounds[1], position)) discard;
 
  gl_FragColor = vec4(1.00.50.251.0);
}

Usage

Install with npm:

npm install glsl-out-of-range

Then use with glslify.

API

#pragma glslify: outOfRange require(glsl-out-of-range) 

Creators

Github Twitter
Alex C. Johnson @alexcjohnson
Étienne Tétreault-Pinard @etpinard @etpinard
Mojtaba Samimi @archmoj

Copyright and license

Code and documentation copyright 2018 Plotly, Inc.

Code released under the MIT license.

Docs released under the Creative Commons license.

Package Sidebar

Install

npm i glsl-out-of-range

Weekly Downloads

88,870

Version

1.0.4

License

MIT

Unpacked Size

3.9 kB

Total Files

4

Last publish

Collaborators

  • lconnors
  • alexshoe
  • t4rk
  • bronsolo
  • jmmease
  • chriddyp
  • bpostlethwaite
  • alexcjohnson
  • nicolaskruchten
  • antrg
  • archmoj
  • xhlu
  • hammadtheone
  • etpinard