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对于平滑步长函数 glsl,edge0 大于或等于 edge1 是什么情况

[英]what is the case for edge0 greater than or equal to edge1 for smoothstep function glsl

I am looking into smoothstep(edge0, edge1, x) function.我正在研究smoothstep(edge0, edge1, x)函数。 docs say results are undefined if edge0 >= edge1 . 文档说如果edge0 >= edge1结果未定义。

In a shader there is a line:着色器中有一行:

smoothstep(radius + SIZE, radius + SIZE / 1.2, dist);

this means edge0 >= edge1 it still works fine, how is that possible?这意味着edge0 >= edge1它仍然可以正常工作,这怎么可能?

Looks to me like the docs are wrong.在我看来文档是错误的。

Here's from playing around with smoothstep:这是使用 smoothstep 进行的操作:

y = smoothstep(1.0,-1.0,x); 在此处输入图片说明

y = smoothstep(-1.0,1.0,x); 在此处输入图片说明

It looks like when edge0 > edge1, it flips the side at 1 to be at negative infinity, and the side at 0 to be at positive infinity.看起来当 edge0 > edge1 时,它将 1 处的边翻转为负无穷大,将 0 处的边翻转为正无穷大。

Another example:另一个例子:

#ifdef GL_ES
precision mediump float;
#endif

#define PI 3.14159265359

uniform vec2 u_resolution;

float plot(vec2 st, float pct){
  return  smoothstep( pct+0.02, pct, st.y) -
          smoothstep( pct, pct-0.02, st.y);
}

void main() {
    vec2 st = gl_FragCoord.xy/u_resolution;

    // Smooth interpolation between 0.1 and 0.9
    float y = smoothstep(0.1,0.9,st.x);

    vec3 color = vec3(y);

    float pct = plot(st,y);
    color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);

    gl_FragColor = vec4(color,1.0);
}

在此处输入图片说明

Changing y to a step from 0.9 to 0.1 changes the output to this:将 y 更改为从 0.9 到 0.1 的步长会将输出更改为:

在此处输入图片说明

Adding to @Asthamatic's answer above, from Nvidia developer docs:添加到@Asthamatic 上面的答案,来自 Nvidia 开发人员文档:

https://developer.download.nvidia.com/cg/smoothstep.html https://developer.download.nvidia.com/cg/smoothstep.html

Interpolates smoothly from 0 to 1 based on x compared to a and b.与 a 和 b 相比,基于 x 从 0 平滑插入到 1。

1) Returns 0 if x < a < b or x > a > b 
1) Returns 1 if x < b < a or x > b > a 
3) Returns a value in the range [0,1] for the domain [a,b]. 

The slope of smoothstep(a,b,a) and smoothstep(a,b,b) is zero. smoothstep(a,b,a) 和 smoothstep(a,b,b) 的斜率为零。

For vectors, the returned vector contains the smooth interpolation of each element of the vector x对于向量,返回的向量包含向量 x 的每个元素的平滑插值

This explains any kind of behavior represented by smoothstep functions.这解释了由平滑步函数表示的任何类型的行为。

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