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Bezier curve in GLSL
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// bezier curve with 2 control points | |
// A is the starting point, B, C are the control points, D is the destination | |
// t from 0 ~ 1 | |
vec3 bezier(vec3 A, vec3 B, vec3 C, vec3 D, float t) { | |
vec3 E = mix(A, B, t); | |
vec3 F = mix(B, C, t); | |
vec3 G = mix(C, D, t); | |
vec3 H = mix(E, F, t); | |
vec3 I = mix(F, G, t); | |
vec3 P = mix(H, I, t); | |
return P; | |
} | |
// bezier curve with 3 control points | |
// A is the starting point, B, C, D are the control points, E is the destination | |
// t from 0 ~ 1 | |
vec3 bezier(vec3 A, vec3 B, vec3 C, vec3 D, vec3 E, float t) { | |
vec3 A1 = mix(A, B, t); | |
vec3 B1 = mix(B, C, t); | |
vec3 C1 = mix(C, D, t); | |
vec3 D1 = mix(D, E, t); | |
vec3 A2 = mix(A1, B1, t); | |
vec3 B2 = mix(B1, C1, t); | |
vec3 C2 = mix(C1, D1, t); | |
vec3 A3 = mix(A2, B2, t); | |
vec3 B3 = mix(B2, C2, t); | |
vec3 P = mix(A3, B3, t); | |
return P; | |
} | |
// bezier curve with 4 control points | |
// A is the starting point, B, C, D, E are the control points, F is the destination | |
// t from 0 ~ 1 | |
vec3 bezier(vec3 A, vec3 B, vec3 C, vec3 D, vec3 E, vec3 F, float t) { | |
vec3 A1 = mix(A, B, t); | |
vec3 B1 = mix(B, C, t); | |
vec3 C1 = mix(C, D, t); | |
vec3 D1 = mix(D, E, t); | |
vec3 E1 = mix(E, F, t); | |
vec3 A2 = mix(A1, B1, t); | |
vec3 B2 = mix(B1, C1, t); | |
vec3 C2 = mix(C1, D1, t); | |
vec3 D2 = mix(D1, E1, t); | |
vec3 A3 = mix(A2, B2, t); | |
vec3 B3 = mix(B2, C2, t); | |
vec3 C3 = mix(C2, D2, t); | |
vec3 A4 = mix(A3, B3, t); | |
vec3 B4 = mix(B3, C3, t); | |
vec3 P = mix(A4, B4, t); | |
return P; | |
} | |
// bezier curve with 5 control points | |
// A is the starting point, B, C, D, E, F are the control points, G is the destination | |
// t from 0 ~ 1 | |
vec3 bezier(vec3 A, vec3 B, vec3 C, vec3 D, vec3 E, vec3 F, vec3 G, float t) { | |
vec3 A1 = mix(A, B, t); | |
vec3 B1 = mix(B, C, t); | |
vec3 C1 = mix(C, D, t); | |
vec3 D1 = mix(D, E, t); | |
vec3 E1 = mix(E, F, t); | |
vec3 F1 = mix(F, G, t); | |
vec3 A2 = mix(A1, B1, t); | |
vec3 B2 = mix(B1, C1, t); | |
vec3 C2 = mix(C1, D1, t); | |
vec3 D2 = mix(D1, E1, t); | |
vec3 E2 = mix(E1, F1, t); | |
vec3 A3 = mix(A2, B2, t); | |
vec3 B3 = mix(B2, C2, t); | |
vec3 C3 = mix(C2, D2, t); | |
vec3 D3 = mix(D2, E2, t); | |
vec3 A4 = mix(A3, B3, t); | |
vec3 B4 = mix(B3, C3, t); | |
vec3 C4 = mix(C3, D3, t); | |
vec3 A5 = mix(A4, B4, t); | |
vec3 B5 = mix(B4, C4, t); | |
vec3 P = mix(A5, B5, t); | |
return P; | |
} |
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