Smooth minimum functions for GLSL, sourced from Iñigo Quílez's article.
Particularly useful when doing Shadertoy-style raymarching with distance
fields: you can smoothly blend between two volumes, instead of doing a
hard union with
smin(float a, float b, float k)
Blends smoothly between
b, with a smoothing amount
determined by the value of
k. For example:
# smin = require(glsl-smooth-min)float
There are three variants of this function available, all with the same function signature:
# poly = require(glsl-smooth-min/poly)# pow = require(glsl-smooth-min/pow)# exp = require(glsl-smooth-min/exp)// Exports `poly` by default# poly = require(glsl-smooth-min)
Each of these variants differ somewhat in their results, and some are more appropriate in specific situations:
These three functions produce smooth results, with different qualities. The three accept a paramter k that controls the radious/distance of the smoothness. From these three, probably the polynomial is the fastest, and also the easiest to control, for k maps directly to a blending band size/distance. Unlike the other two, it probably suffers from second order discontinuities (derivatives), but visually is pleasing enough for most applications.
See stackgl/contributing for details.
MIT. See LICENSE.md for details.