Created
July 11, 2022 21:51
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// Those snippets are in vec4 type but you can change to another types like: | |
// vec3, vec2, float, int .......... | |
vec4 when_eq(vec4 x, vec4 y) { | |
return 1.0 - abs(sign(x - y)); | |
} | |
vec4 when_neq(vec4 x, vec4 y) { | |
return abs(sign(x - y)); | |
} | |
vec4 when_gt(vec4 x, vec4 y) { | |
return max(sign(x - y), 0.0); | |
} | |
vec4 when_lt(vec4 x, vec4 y) { | |
return max(sign(y - x), 0.0); | |
} | |
vec4 when_ge(vec4 x, vec4 y) { | |
return 1.0 - when_lt(x, y); | |
} | |
vec4 when_le(vec4 x, vec4 y) { | |
return 1.0 - when_gt(x, y); | |
} | |
//Here are some logical operators to use with the results from above: | |
vec4 and(vec4 a, vec4 b) { | |
return a * b; | |
} | |
vec4 or(vec4 a, vec4 b) { | |
return min(a + b, 1.0); | |
} | |
vec4 xor(vec4 a, vec4 b) { | |
return (a + b) % 2.0; | |
} | |
vec4 not(vec4 a) { | |
return 1.0 - a; | |
} |
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