gl_smoothstep |
- Where to find it:
- NodeGraph / Right Mouse Click / Add Nodes / Math / Extension Pack / S /
smoothstep performs smooth Hermite interpolation between 0 and 1 when edge0 < x < edge1.
This is useful in cases where a threshold function with a smooth transition is desired. smoothstep is equivalent to:
t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
Results are undefined if edge0 ≥ edge1.
https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/smoothstep.xhtml
- Edge 1
Specifies the value of the lower edge of the Hermite function
- Edge 2
Specifies the value of the upper edge of the Hermite function
- X
Specifies the source value for interpolation
- Output RGB
Separate computation for Input Channels Red, Green, Blue with an Alpha Channel of 1.0
- R
Computation for Input Red channel only, saved into R, G and B channel with an Alpha of 1.0
- G
Computation for Input Green channel only, saved into R, G and B channel with an Alpha of 1.0
- B
Computation for Input Blue channel only, saved into R, G and B channel with an Alpha of 1.0
- A
Computation for Input Alpha channel only, saved into R, G and B channel with an Alpha of 1.0