Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

Built-in functions

Redot supports a large number of built-in functions, conforming roughly to the GLSL ES 3.0 specification.

Note

The following type aliases only used in documentation to reduce repetitive function declarations. They can each refer to any of several actual types.

alias

actual types

glsl documentation alias

vec_type

float, vec2, vec3, or vec4

genType

vec_int_type

int, ivec2, ivec3, or ivec4

genIType

vec_uint_type

uint, uvec2, uvec3, or uvec4

genUType

vec_bool_type

bool, bvec2, bvec3, or bvec4

genBType

mat_type

mat2, mat3, or mat4

mat

gvec4_type

vec4, ivec4, or uvec4

gvec4

gsampler2D

sampler2D, isampler2D, or uSampler2D

gsampler2D

gsampler2DArray

sampler2DArray, isampler2DArray, or uSampler2DArray

gsampler2DArray

gsampler3D

sampler3D, isampler3D, or uSampler3D

gsampler3D

If any of these are specified for multiple parameters, they must all be the same type unless otherwise noted.

Note

Many functions that accept one or more vectors or matrices perform the described function on each component of the vector/matrix. Some examples:

Operation

Equivalent Scalar Operation

sqrt(vec2(4, 64))

vec2(sqrt(4), sqrt(64))

min(vec2(3, 4), 1)

vec2(min(3, 1), min(4, 1))

min(vec3(1, 2, 3),vec3(5, 1, 3))

vec3(min(1, 5), min(2, 1), min(3, 3))

pow(vec3(3, 8, 5 ), 2)

vec3(pow(3, 2), pow(8, 2), pow(5, 2))

pow(vec3(3, 8, 5), vec3(1, 2, 4))

vec3(pow(3, 1), pow(8, 2), pow(5, 4))

The GLSL Language Specification says under section 5.10 Vector and Matrix Operations:

With a few exceptions, operations are component-wise. Usually, when an operator operates on a vector or matrix, it is operating independently on each component of the vector or matrix, in a component-wise fashion. [...] The exceptions are matrix multiplied by vector, vector multiplied by matrix, and matrix multiplied by matrix. These do not operate component-wise, but rather perform the correct linear algebraic multiply.

These function descriptions are adapted and modified from official OpenGL documentation originally published by Khronos Group under the Open Publication License. Each function description links to the corresponding official OpenGL documentation. Modification history for this page can be found on GitHub.


Trigonometric functions

Return Type

Function

Description / Return value

vec_type

radians(vec_type degrees)

Convert degrees to radians.

vec_type

degrees(vec_type radians)

Convert radians to degrees.

vec_type

sin(vec_type x)

Sine.

vec_type

cos(vec_type x)

Cosine.

vec_type

tan(vec_type x)

Tangent.

vec_type

asin(vec_type x)

Arc sine.

vec_type

acos(vec_type x)

Arc cosine.

vec_type
vec_type
atan(vec_type y_over_x)
atan(vec_type y, vec_type x)

Arc tangent.

vec_type

sinh(vec_type x)

Hyperbolic sine.

vec_type

cosh(vec_type x)

Hyperbolic cosine.

vec_type

tanh(vec_type x)

Hyperbolic tangent.

vec_type

asinh(vec_type x)

Arc hyperbolic sine.

vec_type

acosh(vec_type x)

Arc hyperbolic cosine.

vec_type

atanh(vec_type x)

Arc hyperbolic tangent.

Trigonometric function descriptions

vec_type radians(vec_type degrees) 🔗

Component-wise Function.

Converts a quantity specified in degrees into radians, with the formula degrees * (PI / 180).

param degrees:

The quantity, in degrees, to be converted to radians.

return:

The input degrees converted to radians.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/radians.xhtml


vec_type degrees(vec_type radians) 🔗

Component-wise Function.

Converts a quantity specified in radians into degrees, with the formula radians * (180 / PI)

param radians:

The quantity, in radians, to be converted to degrees.

return:

The input radians converted to degrees.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/degrees.xhtml


vec_type sin(vec_type angle) 🔗

Component-wise Function.

Returns the trigonometric sine of angle.

param angle:

The quantity, in radians, of which to return the sine.

return:

The sine of angle.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/sin.xhtml


vec_type cos(vec_type angle) 🔗

Component-wise Function.

Returns the trigonometric cosine of angle.

param angle:

The quantity, in radians, of which to return the cosine.

return:

The cosine of angle.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/cos.xhtml


vec_type tan(vec_type angle) 🔗

Component-wise Function.

Returns the trigonometric tangent of angle.

param angle:

The quantity, in radians, of which to return the tangent.

return:

The tangent of angle.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/tan.xhtml


vec_type asin(vec_type x) 🔗

Component-wise Function.

Arc sine, or inverse sine. Calculates the angle whose sine is x and is in the range [-PI/2, PI/2]. The result is undefined if x < -1 or x > 1.

param x:

The value whose arc sine to return.

return:

The angle whose trigonometric sine is x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/asin.xhtml


vec_type acos(vec_type x) 🔗

Component-wise Function.

Arc cosine, or inverse cosine. Calculates the angle whose cosine is x and is in the range [0, PI].

The result is undefined if x < -1 or x > 1.

param x:

The value whose arc cosine to return.

return:

The angle whose trigonometric cosine is x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/acos.xhtml


vec_type atan(vec_type y_over_x) 🔗

Component-wise Function.

Calculates the arc tangent given a tangent value of y/x.

Note

Because of the sign ambiguity, the function cannot determine with certainty in which quadrant the angle falls only by its tangent value. If you need to know the quadrant, use atan(vec_type y, vec_type x).

param y_over_x:

The fraction whose arc tangent to return.

return:

The trigonometric arc-tangent of y_over_x and is in the range [-PI/2, PI/2].

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/atan.xhtml


vec_type atan(vec_type y, vec_type x) 🔗

Component-wise Function.

Calculates the arc tangent given a numerator and denominator. The signs of y and x are used to determine the quadrant that the angle lies in. The result is undefined if x == 0.

Equivalent to atan2() in GDScript.

param y:

The numerator of the fraction whose arc tangent to return.

param x:

The denominator of the fraction whose arc tangent to return.

return:

The trigonometric arc tangent of y/x and is in the range [-PI, PI].

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/atan.xhtml


vec_type sinh(vec_type x) 🔗

Component-wise Function.

Calculates the hyperbolic sine using (e^x - e^-x)/2.

param x:

The value whose hyperbolic sine to return.

return:

The hyperbolic sine of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/sinh.xhtml


vec_type cosh(vec_type x) 🔗

Component-wise Function.

Calculates the hyperbolic cosine using (e^x + e^-x)/2.

param x:

The value whose hyperbolic cosine to return.

return:

The hyperbolic cosine of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/cosh.xhtml


vec_type tanh(vec_type x) 🔗

Component-wise Function.

Calculates the hyperbolic tangent using sinh(x)/cosh(x).

param x:

The value whose hyperbolic tangent to return.

return:

The hyperbolic tangent of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/tanh.xhtml


vec_type asinh(vec_type x) 🔗

Component-wise Function.

Calculates the arc hyperbolic sine of x, or the inverse of sinh.

param x:

The value whose arc hyperbolic sine to return.

return:

The arc hyperbolic sine of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/asinh.xhtml


vec_type acosh(vec_type x) 🔗

Component-wise Function.

Calculates the arc hyperbolic cosine of x, or the non-negative inverse of cosh. The result is undefined if x < 1.

param x:

The value whose arc hyperbolic cosine to return.

return:

The arc hyperbolic cosine of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/acosh.xhtml


vec_type atanh(vec_type x) 🔗

Component-wise Function.

Calculates the arc hyperbolic tangent of x, or the inverse of tanh. The result is undefined if abs(x) > 1.

param x:

The value whose arc hyperbolic tangent to return.

return:

The arc hyperbolic tangent of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/atanh.xhtml


Exponential and math functions

Return Type

Function

Description / Return value

vec_type

pow(vec_type x, vec_type y)

Power (undefined if x < 0 or if x == 0 and y <= 0).

vec_type

exp(vec_type x)

Base-e exponential.

vec_type

exp2(vec_type x)

Base-2 exponential.

vec_type

log(vec_type x)

Natural (base-e) logarithm.

vec_type

log2(vec_type x)

Base-2 logarithm.

vec_type

sqrt(vec_type x)

Square root.

vec_type

inversesqrt(vec_type x)

Inverse square root.

vec_type
vec_int_type
abs(vec_type x)
abs(vec_int_type x)

Absolute value (returns positive value if negative).

vec_type

sign(vec_type x)

Returns 1.0 if positive, -1.0 if negative, 0.0 otherwise.

vec_int_type

sign(vec_int_type x)

Returns 1 if positive, -1 if negative, 0 otherwise.

vec_type

floor(vec_type x)

Rounds to the integer below.

vec_type

round(vec_type x)

Rounds to the nearest integer.

vec_type

roundEven(vec_type x)

Rounds to the nearest even integer.

vec_type

trunc(vec_type x)

Truncation.

vec_type

ceil(vec_type x)

Rounds to the integer above.

vec_type

fract(vec_type x)

Fractional (returns x - floor(x)).

vec_type
vec_type
mod(vec_type x, vec_type y)
mod(vec_type x, float y)

Modulo (division remainder).

vec_type

modf(vec_type x, out vec_type i)

Fractional of x, with i as integer part.

vec_type
vec_type
vec_int_type
vec_int_type
vec_uint_type
vec_uint_type
min(vec_type a, vec_type b)
min(vec_type a, float b)
min(vec_int_type a, vec_int_type b)
min(vec_int_type a, int b)
min(vec_uint_type a, vec_uint_type b)
min(vec_uint_type a, uint b)

Lowest value between a and b.

vec_type
vec_type
vec_uint_type
vec_uint_type
vec_int_type
vec_int_type
max(vec_type a, vec_type b)
max(vec_type a, float b)
max(vec_uint_type a, vec_uint_type b)
max(vec_uint_type a, uint b)
max(vec_int_type a, vec_int_type b)
max(vec_int_type a, int b)

Highest value between a and b.

vec_type
vec_type
vec_uint_type
vec_uint_type
vec_int_type
vec_int_type
clamp(vec_type x, vec_type min, vec_type max)
clamp(vec_type x, float min, float max)
clamp(vec_int_type x, vec_int_type min, vec_int_type max)
clamp(vec_int_type x, float min, float max)
clamp(vec_type x, vec_type min, vec_type max)
clamp(vec_type x, float min, float max)

Clamps x between min and max (inclusive).

vec_type
vec_type
vec_type
mix(vec_type a, vec_type b, vec_type c)
mix(vec_type a, vec_type b, float c)
mix(vec_type a, vec_type b, vec_bool_type c)

Linear interpolate between a and b by c.

vec_type

fma(vec_type a, vec_type b, vec_type c)

Fused multiply-add operation: (a * b + c)

vec_type
vec_type
step(vec_type a, vec_type b)
step(float a, vec_type b)

b < a ? 0.0 : 1.0

vec_type
vec_type
smoothstep(vec_type a, vec_type b, vec_type c)
smoothstep(float a, float b, vec_type c)

Hermite interpolate between a and b by c.

vec_bool_type

isnan(vec_type x)

Returns true if scalar or vector component is NaN.

vec_bool_type

isinf(vec_type x)

Returns true if scalar or vector component is INF.

vec_int_type

floatBitsToInt(vec_type x)

float to int bit copying, no conversion.

vec_uint_type

floatBitsToUint(vec_type x)

float to uint bit copying, no conversion.

vec_type

intBitsToFloat(vec_int_type x)

int to float bit copying, no conversion.

vec_type

uintBitsToFloat(vec_uint_type x)

uint to float bit copying, no conversion.

Exponential and math function descriptions

vec_type pow(vec_type x, vec_type y) 🔗

Component-wise Function.

Raises x to the power of y.

The result is undefined if x < 0 or if x == 0 and y <= 0.

param x:

The value to be raised to the power y.

param y:

The power to which x will be raised.

return:

The value of x raised to the y power.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/pow.xhtml


vec_type exp(vec_type x) 🔗

Component-wise Function.

Raises e to the power of x, or the the natural exponentiation.

Equivalent to pow(e, x).

param x:

The value to exponentiate.

return:

The natural exponentiation of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/exp.xhtml


vec_type exp2(vec_type x) 🔗

Component-wise Function.

Raises 2 to the power of x.

Equivalent to pow(2.0, x).

param x:

The value of the power to which 2 will be raised.

return:

2 raised to the power of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/exp2.xhtml


vec_type log(vec_type x) 🔗

Component-wise Function.

Returns the natural logarithm of x, i.e. the value y which satisfies x == pow(e, y). The result is undefined if x <= 0.

param x:

The value of which to take the natural logarithm.

return:

The natural logarithm of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/log.xhtml


vec_type log2(vec_type x) 🔗

Component-wise Function.

Returns the base-2 logarithm of x, i.e. the value y which satisfies x == pow(2, y). The result is undefined if x <= 0.

param x:

The value of which to take the base-2 logarithm.

return:

The base-2 logarithm of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/log2.xhtml


vec_type sqrt(vec_type x) 🔗

Component-wise Function.

Returns the square root of x. The result is undefined if x < 0.

param x:

The value of which to take the square root.

return:

The square root of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/sqrt.xhtml


vec_type inversesqrt(vec_type x) 🔗

Component-wise Function.

Returns the inverse of the square root of x, or 1.0 / sqrt(x). The result is undefined if x <= 0.

param x:

The value of which to take the inverse of the square root.

return:

The inverse of the square root of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/inversesqrt.xhtml


vec_type abs(vec_type x) 🔗

vec_int_type abs(vec_int_type x) 🔗

Component-wise Function.

Returns the absolute value of x. Returns x if x is positive, otherwise returns -1 * x.

param x:

The value of which to return the absolute.

return:

The absolute value of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/abs.xhtml


vec_type sign(vec_type x) 🔗

vec_int_type sign(vec_int_type x) 🔗

Component-wise Function.

Returns -1 if x < 0, 0 if x == 0, and 1 if x > 0.

param x:

The value from which to extract the sign.

return:

The sign of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/sign.xhtml


vec_type floor(vec_type x) 🔗

Component-wise Function.

Returns a value equal to the nearest integer that is less than or equal to x.

param x:

The value to floor.

return:

The nearest integer that is less than or equal to x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/floor.xhtml


vec_type round(vec_type x) 🔗

Component-wise Function.

Rounds x to the nearest integer.

Note

Rounding of values with a fractional part of 0.5 is implementation-dependent. This includes the possibility that round(x) returns the same value as roundEven(x)``for all values of ``x.

param x:

The value to round.

return:

The rounded value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/round.xhtml


vec_type roundEven(vec_type x) 🔗

Component-wise Function.

Rounds x to the nearest integer. A value with a fractional part of 0.5 will always round toward the nearest even integer. For example, both 3.5 and 4.5 will round to 4.0.

param x:

The value to round.

return:

The rounded value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/roundEven.xhtml


vec_type trunc(vec_type x) 🔗

Component-wise Function.

Truncates x. Returns a value equal to the nearest integer to x whose absolute value is not larger than the absolute value of x.

param x:

The value to evaluate.

return:

The truncated value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/trunc.xhtml


vec_type ceil(vec_type x) 🔗

Component-wise Function.

Returns a value equal to the nearest integer that is greater than or equal to x.

param x:

The value to evaluate.

return:

The ceiling-ed value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/ceil.xhtml


vec_type fract(vec_type x) 🔗

Component-wise Function.

Returns the fractional part of x.

This is calculated as x - floor(x).

param x:

The value to evaluate.

return:

The fractional part of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/fract.xhtml


vec_type mod(vec_type x, vec_type y) 🔗

vec_type mod(vec_type x, float y) 🔗

Component-wise Function.

Returns the value of x modulo y. This is also sometimes called the remainder.

This is computed as x - y * floor(x/y).

param x:

The value to evaluate.

return:

The value of x modulo y.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/mod.xhtml


vec_type modf(vec_type x, out vec_type i) 🔗

Component-wise Function.

Separates a floating-point value x into its integer and fractional parts.

The fractional part of the number is returned from the function. The integer part (as a floating-point quantity) is returned in the output parameter i.

param x:

The value to separate.

param out i:

A variable that receives the integer part of x.

return:

The fractional part of the number.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/modf.xhtml


vec_type min(vec_type a, vec_type b) 🔗

vec_type min(vec_type a, float b) 🔗

vec_int_type min(vec_int_type a, vec_int_type b) 🔗

vec_int_type min(vec_int_type a, int b) 🔗

vec_uint_type min(vec_uint_type a, vec_uint_type b) 🔗

vec_uint_type min(vec_uint_type a, uint b) 🔗

Component-wise Function.

Returns the minimum of two values a and b.

Returns b if b < a, otherwise returns a.

param a:

The first value to compare.

param b:

The second value to compare.

return:

The minimum value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/min.xhtml


vec_type max(vec_type a, vec_type b) 🔗

vec_type max(vec_type a, float b) 🔗

vec_uint_type max(vec_uint_type a, vec_uint_type b) 🔗

vec_uint_type max(vec_uint_type a, uint b) 🔗

vec_int_type max(vec_int_type a, vec_int_type b) 🔗

vec_int_type max(vec_int_type a, int b) 🔗

Component-wise Function.

Returns the maximum of two values a and b.

It returns b if b > a, otherwise it returns a.

param a:

The first value to compare.

param b:

The second value to compare.

return:

The maximum value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/max.xhtml


vec_type clamp(vec_type x, vec_type minVal, vec_type maxVal) 🔗

vec_type clamp(vec_type x, float minVal, float maxVal) 🔗

vec_type clamp(vec_type x, float minVal, float maxVal) 🔗

vec_uint_type clamp(vec_int_type x, float minVal, float maxVal) 🔗

vec_int_type clamp(vec_type x, vec_type minVal, vec_type maxVal) 🔗

vec_int_type clamp(vec_type x, float minVal, float maxVal) 🔗

Component-wise Function.

Returns the value of x constrained to the range minVal to maxVal.

The returned value is computed as min(max(x, minVal), maxVal).

param x:

The value to constrain.

param minVal:

The lower end of the range into which to constrain x.

param maxVal:

The upper end of the range into which to constrain x.

return:

The clamped value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/clamp.xhtml


vec_type mix(vec_type a, vec_type b, vec_type c) 🔗

vec_type mix(vec_type a, vec_type b, float c) 🔗

Component-wise Function.

Performs a linear interpolation between a and b using c to weight between them.

Computed as a * (1 - c) + b * c.

Equivalent to lerp() in GDScript.

param a:

The start of the range in which to interpolate.

param b:

The end of the range in which to interpolate.

param c:

The value to use to interpolate between a and b.

return:

The interpolated value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/mix.xhtml


vec_type mix(vec_type a, vec_type b, vec_bool_type c) 🔗

Selects either value a or value b based on the value of c. For a component of c that is false, the corresponding component of a is returned. For a component of c that is true, the corresponding component of b is returned. Components of a and b that are not selected are allowed to be invalid floating-point values and will have no effect on the results.

If a, b, and c are vector types the operation is performed component-wise. ie. mix(vec2(42, 314), vec2(9.8, 6e23), bvec2(true, false))) will return vec2(9.8, 314).

param a:

Value returned when c is false.

param b:

Value returned when c is true.

param c:

The value used to select between a and b.

return:

The interpolated value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/mix.xhtml


vec_type fma(vec_type a, vec_type b, vec_type c) 🔗

Component-wise Function.

Performs, where possible, a fused multiply-add operation, returning a * b + c. In use cases where the return value is eventually consumed by a variable declared as precise:

  • fma() is considered a single operation, whereas the expression a * b + c consumed by a variable declared as precise is considered two operations.

  • The precision of fma() can differ from the precision of the expression a * b + c.

  • fma() will be computed with the same precision as any other fma() consumed by a precise variable, giving invariant results for the same input values of a, b and c.

Otherwise, in the absence of precise consumption, there are no special constraints on the number of operations or difference in precision between fma() and the expression a * b + c.

param a:

The first value to be multiplied.

param b:

The second value to be multiplied.

param c:

The value to be added to the result.

return:

The value of a * b + c.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/fma.xhtml


vec_type step(vec_type a, vec_type b) 🔗

vec_type step(float a, vec_type b) 🔗

Component-wise Function.

Generates a step function by comparing b to a.

Equivalent to if (b < a) { return 0.0; } else { return 1.0; }. For element i of the return value, 0.0 is returned if b[i] < a[i], and 1.0 is returned otherwise.

param a:

The location of the edge of the step function.

param b:

The value to be used to generate the step function.

return:

0.0 or 1.0.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/step.xhtml


vec_type smoothstep(vec_type a, vec_type b, vec_type c) 🔗

vec_type smoothstep(float a, float b, vec_type c) 🔗

Component-wise Function.

Performs smooth Hermite interpolation between 0 and 1 when a < c < b. This is useful in cases where a threshold function with a smooth transition is desired.

Smoothstep is equivalent to:

vec_type t;
t = clamp((c - a) / (b - a), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);

Results are undefined if a >= b.

param a:

The value of the lower edge of the Hermite function.

param b:

The value of the upper edge of the Hermite function.

param c:

The source value for interpolation.

return:

The interpolated value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/smoothstep.xhtml


vec_bool_type isnan(vec_type x) 🔗

Component-wise Function.

For each element i of the result, returns true if x[i] is positive or negative floating-point NaN (Not a Number) and false otherwise.

param x:

The value to test for NaN.

return:

true or false.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/isnan.xhtml


vec_bool_type isinf(vec_type x) 🔗

Component-wise Function.

For each element i of the result, returns true if x[i] is positive or negative floating-point infinity and false otherwise.

param x:

The value to test for infinity.

return:

true or false.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/isinf.xhtml


vec_int_type floatBitsToInt(vec_type x) 🔗

Component-wise Function.

Returns the encoding of the floating-point parameters as int.

The floating-point bit-level representation is preserved.

param x:

The value whose floating-point encoding to return.

return:

The floating-point encoding of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/floatBitsToInt.xhtml


vec_uint_type floatBitsToUint(vec_type x) 🔗

Component-wise Function.

Returns the encoding of the floating-point parameters as uint.

The floating-point bit-level representation is preserved.

param x:

The value whose floating-point encoding to return.

return:

The floating-point encoding of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/floatBitsToInt.xhtml


vec_type intBitsToFloat(vec_int_type x) 🔗

Component-wise Function.

Converts a bit encoding to a floating-point value. Opposite of floatBitsToInt<shader_func_floatBitsToInt>

If the encoding of a NaN is passed in x, it will not signal and the resulting value will be undefined.

If the encoding of a floating-point infinity is passed in parameter x, the resulting floating-point value is the corresponding (positive or negative) floating-point infinity.

param x:

The bit encoding to return as a floating-point value.

return:

A floating-point value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/intBitsToFloat.xhtml


vec_type uintBitsToFloat(vec_uint_type x) 🔗

Component-wise Function.

Converts a bit encoding to a floating-point value. Opposite of floatBitsToUint<shader_func_floatBitsToUint>

If the encoding of a NaN is passed in x, it will not signal and the resulting value will be undefined.

If the encoding of a floating-point infinity is passed in parameter x, the resulting floating-point value is the corresponding (positive or negative) floating-point infinity.

param x:

The bit encoding to return as a floating-point value.

return:

A floating-point value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/intBitsToFloat.xhtml


Geometric functions

float

length(vec_type x)

Vector length.

float

distance(vec_type a, vec_type b)

Distance between vectors i.e length(a - b).

float

dot(vec_type a, vec_type b)

Dot product.

vec3

cross(vec3 a, vec3 b)

Cross product.

vec_type

normalize(vec_type x)

Normalize to unit length.

vec3

reflect(vec3 I, vec3 N)

Reflect.

vec3

refract(vec3 I, vec3 N, float eta)

Refract.

vec_type

faceforward(vec_type N, vec_type I, vec_type Nref)

If dot(Nref, I) < 0, return N, otherwise -N.

mat_type

matrixCompMult(mat_type x, mat_type y)

Matrix component multiplication.

mat_type

outerProduct(vec_type column, vec_type row)

Matrix outer product.

mat_type

transpose(mat_type m)

Transpose matrix.

float

determinant(mat_type m)

Matrix determinant.

mat_type

inverse(mat_type m)

Inverse matrix.

Geometric function descriptions

float length(vec_type x) 🔗

Returns the length of the vector. ie. sqrt(x[0] * x[0] + x[1] * x[1] + ... + x[n] * x[n])

param x:

The vector

return:

The length of the vector.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/length.xhtml


float distance(vec_type a, vec_type b) 🔗

Returns the distance between the two points a and b.

i.e., length(b - a);

param a:

The first point.

param b:

The second point.

return:

The scalar distance between the points

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/distance.xhtml


float dot(vec_type a, vec_type b) 🔗

Returns the dot product of two vectors, a and b. i.e., a.x * b.x + a.y * b.y + ...

param a:

The first vector.

param b:

The second vector.

return:

The dot product.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/dot.xhtml


vec3 cross(vec3 a, vec3 b) 🔗

Returns the cross product of two vectors. i.e.:

vec2( a.y * b.z - b.y * a.z,
      a.z * b.x - b.z * a.x,
      a.x * b.z - b.x * a.y)
param a:

The first vector.

param b:

The second vector.

return:

The cross product of a and b.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/cross.xhtml


vec_type normalize(vec_type x) 🔗

Returns a vector with the same direction as x but with length 1.0.

param x:

The vector to normalize.

return:

The normalized vector.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/normalize.xhtml


vec3 reflect(vec3 I, vec3 N) 🔗

Calculate the reflection direction for an incident vector.

For a given incident vector I and surface normal N reflect returns the reflection direction calculated as I - 2.0 * dot(N, I) * N.

Note

N should be normalized in order to achieve the desired result.

param I:

The incident vector.

param N:

The normal vector.

return:

The reflection vector.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/reflect.xhtml


vec3 refract(vec3 I, vec3 N, float eta) 🔗

Calculate the refraction direction for an incident vector.

For a given incident vector I, surface normal N and ratio of indices of refraction, eta, refract returns the refraction vector, R.

R is calculated as:

k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));
if (k < 0.0)
    R = genType(0.0);       // or genDType(0.0)
else
    R = eta * I - (eta * dot(N, I) + sqrt(k)) * N;

Note

The input parameters I and N should be normalized in order to achieve the desired result.

param I:

The incident vector.

param N:

The normal vector.

param eta:

The ratio of indices of refraction.

return:

The refraction vector.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/refract.xhtml


vec_type faceforward(vec_type N, vec_type I, vec_type Nref) 🔗

Returns a vector pointing in the same direction as another.

Orients a vector to point away from a surface as defined by its normal. If dot(Nref, I) < 0 faceforward returns N, otherwise it returns -N.

param N:

The vector to orient.

param I:

The incident vector.

param Nref:

The reference vector.

return:

The oriented vector.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/faceforward.xhtml


mat_type matrixCompMult(mat_type x, mat_type y) 🔗

Perform a component-wise multiplication of two matrices.

Performs a component-wise multiplication of two matrices, yielding a result matrix where each component, result[i][j] is computed as the scalar product of x[i][j] and y[i][j].

param x:

The first matrix multiplicand.

param y:

The second matrix multiplicand.

return:

The resultant matrix.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/matrixCompMult.xhtml


mat_type outerProduct(vec_type column, vec_type row) 🔗

Calculate the outer product of a pair of vectors.

Does a linear algebraic matrix multiply column * row, yielding a matrix whose number of rows is the number of components in column and whose number of columns is the number of components in row.

param column:

The column vector for multiplication.

param row:

The row vector for multiplication.

return:

The outer product matrix.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/outerProduct.xhtml


mat_type transpose(mat_type m) 🔗

Calculate the transpose of a matrix.

param m:

The matrix to transpose.

return:

A new matrix that is the transpose of the input matrix m.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/transpose.xhtml


float determinant(mat_type m) 🔗

Calculate the determinant of a matrix.

param m:

The matrix.

return:

The determinant of the input matrix m.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/determinant.xhtml


mat_type inverse(mat_type m) 🔗

Calculate the inverse of a matrix.

The values in the returned matrix are undefined if m is singular or poorly-conditioned (nearly singular).

param m:

The matrix of which to take the inverse.

return:

A new matrix which is the inverse of the input matrix m.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/inverse.xhtml


Comparison functions

vec_bool_type

lessThan(vec_type x, vec_type y)

Bool vector comparison on < int/uint/float vectors.

vec_bool_type

greaterThan(vec_type x, vec_type y)

Bool vector comparison on > int/uint/float vectors.

vec_bool_type

lessThanEqual(vec_type x, vec_type y)

Bool vector comparison on <= int/uint/float vectors.

vec_bool_type

greaterThanEqual( vec_type x, vec_type y)

Bool vector comparison on >= int/uint/float vectors.

vec_bool_type

equal(vec_type x, vec_type y)

Bool vector comparison on == int/uint/float vectors.

vec_bool_type

notEqual(vec_type x, vec_type y)

Bool vector comparison on != int/uint/float vectors.

bool

any(vec_bool_type x)

true if any component is true, false otherwise.

bool

all(vec_bool_type x)

true if all components are true, false otherwise.

vec_bool_type

not(vec_bool_type x)

Invert boolean vector.

Comparison function descriptions

vec_bool_type lessThan(vec_type x, vec_type y) 🔗

Performs a component-wise less-than comparison of two vectors.

param x:

The first vector to compare.

param y:

The second vector to compare.

return:

A boolean vector in which each element i is computed as x[i] < y[i].

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/lessThan.xhtml


vec_bool_type greaterThan(vec_type x, vec_type y) 🔗

Performs a component-wise greater-than comparison of two vectors.

param x:

The first vector to compare.

param y:

The second vector to compare.

return:

A boolean vector in which each element i is computed as x[i] > y[i].

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/greaterThan.xhtml


vec_bool_type lessThanEqual(vec_type x, vec_type y) 🔗

Performs a component-wise less-than-or-equal comparison of two vectors.

param x:

The first vector to compare.

param y:

The second vector to compare.

return:

A boolean vector in which each element i is computed as x[i] <= y[i].

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/lessThanEqual.xhtml


vec_bool_type greaterThanEqual(vec_type x, vec_type y) 🔗

Performs a component-wise greater-than-or-equal comparison of two vectors.

param x:

The first vector to compare.

param y:

The second vector to compare.

return:

A boolean vector in which each element i is computed as x[i] >= y[i].

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/greaterThanEqual.xhtml


vec_bool_type equal(vec_type x, vec_type y) 🔗

Performs a component-wise equal-to comparison of two vectors.

param x:

The first vector to compare.

param y:

The second vector to compare.

return:

A boolean vector in which each element i is computed as x[i] == y[i].

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/equal.xhtml


vec_bool_type notEqual(vec_type x, vec_type y) 🔗

Performs a component-wise not-equal-to comparison of two vectors.

param x:

The first vector for comparison.

param y:

The second vector for comparison.

return:

A boolean vector in which each element i is computed as x[i] != y[i].

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/notEqual.xhtml


bool any(vec_bool_type x) 🔗

Returns true if any element of a boolean vector is true, false otherwise.

Functionally equivalent to:

bool any(bvec x) {     // bvec can be bvec2, bvec3 or bvec4
    bool result = false;
    int i;
    for (i = 0; i < x.length(); ++i) {
        result |= x[i];
    }
    return result;
}
param x:

The vector to be tested for truth.

return:

True if any element of x is true and false otherwise.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/any.xhtml


bool all(vec_bool_type x) 🔗

Returns true if all elements of a boolean vector are true, false otherwise.

Functionally equivalent to:

bool all(bvec x)       // bvec can be bvec2, bvec3 or bvec4
{
    bool result = true;
    int i;
    for (i = 0; i < x.length(); ++i)
    {
        result &= x[i];
    }
    return result;
}
param x:

The vector to be tested for truth.

return:

true if all elements of x are true and false otherwise.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/all.xhtml


vec_bool_type not(vec_bool_type x) 🔗

Logically invert a boolean vector.

param x:

The vector to be inverted.

return:

A new boolean vector for which each element i is computed as !x[i].

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/not.xhtml


Texture functions

ivec2
ivec2
ivec2
ivec3
ivec3
textureSize(gsampler2D s, int lod)
textureSize(samplerCube s, int lod)
textureSize(samplerCubeArray s, int lod)
textureSize(gsampler2DArray s, int lod)
textureSize(gsampler3D s, int lod)

Get the size of a texture.

vec2
vec3
vec2
vec2
textureQueryLod(gsampler2D s, vec2 p)
textureQueryLod(gsampler2DArray s, vec2 p)
textureQueryLod(gsampler3D s, vec3 p)
textureQueryLod(samplerCube s, vec3 p)

Compute the level-of-detail that would be used to sample from a texture.

int
int
int
int
textureQueryLevels(gsampler2D s)
textureQueryLevels(gsampler2DArray s)
textureQueryLevels(gsampler3D s)
textureQueryLevels(samplerCube s)

Get the number of accessible mipmap levels of a texture.

gvec4_type
gvec4_type
gvec4_type
vec4
vec4
vec4
texture(gsampler2D s, vec2 p [, float bias] )
texture(gsampler2DArray s, vec3 p [, float bias] )
texture(gsampler3D s, vec3 p [, float bias] )
texture(samplerCube s, vec3 p [, float bias] )
texture(samplerCubeArray s, vec4 p [, float bias] )
texture(samplerExternalOES s, vec2 p [, float bias] )

Performs a texture read.

gvec4_type
gvec4_type
gvec4_type
textureProj(gsampler2D s, vec3 p [, float bias] )
textureProj(gsampler2D s, vec4 p [, float bias] )
textureProj(gsampler3D s, vec4 p [, float bias] )

Performs a texture read with projection.

gvec4_type
gvec4_type
gvec4_type
vec4
vec4
textureLod(gsampler2D s, vec2 p, float lod)
textureLod(gsampler2DArray s, vec3 p, float lod)
textureLod(gsampler3D s, vec3 p, float lod)
textureLod(samplerCube s, vec3 p, float lod)
textureLod(samplerCubeArray s, vec4 p, float lod)

Performs a texture read at custom mipmap.

gvec4_type
gvec4_type
gvec4_type
textureProjLod(gsampler2D s, vec3 p, float lod)
textureProjLod(gsampler2D s, vec4 p, float lod)
textureProjLod(gsampler3D s, vec4 p, float lod)

Performs a texture read with projection/LOD.

gvec4_type
gvec4_type
gvec4_type
vec4
vec4
textureGrad(gsampler2D s, vec2 p, vec2 dPdx, vec2 dPdy)
textureGrad(gsampler2DArray s, vec3 p, vec2 dPdx, vec2 dPdy)
textureGrad(gsampler3D s, vec3 p, vec2 dPdx, vec2 dPdy)
textureGrad(samplerCube s, vec3 p, vec3 dPdx, vec3 dPdy)
textureGrad(samplerCubeArray s, vec3 p, vec3 dPdx, vec3 dPdy)

Performs a texture read with explicit gradients.

gvec4_type
gvec4_type
gvec4_type
textureProjGrad(gsampler2D s, vec3 p, vec2 dPdx, vec2 dPdy)
textureProjGrad(gsampler2D s, vec4 p, vec2 dPdx, vec2 dPdy)
textureProjGrad(gsampler3D s, vec4 p, vec3 dPdx, vec3 dPdy)

Performs a texture read with projection/LOD and with explicit

gvec4_type
gvec4_type
gvec4_type
texelFetch(gsampler2D s, ivec2 p, int lod)
texelFetch(gsampler2DArray s, ivec3 p, int lod)
texelFetch(gsampler3D s, ivec3 p, int lod)

Fetches a single texel using integer coordinates.

gvec4_type
gvec4_type
vec4
textureGather(gsampler2D s, vec2 p [, int comps] )
textureGather(gsampler2DArray s, vec3 p [, int comps] )
textureGather(samplerCube s, vec3 p [, int comps] )

Gathers four texels from a texture.

vec_type

dFdx(vec_type p)

Derivative with respect to x window coordinate, automatic granularity.

vec_type

dFdxCoarse(vec_type p)

Derivative with respect to x window coordinate, course granularity.

Not available when using the Compatibility renderer.

vec_type

dFdxFine(vec_type p)

Derivative with respect to x window coordinate, fine granularity.

Not available when using the Compatibility renderer.

vec_type

dFdy(vec_type p)

Derivative with respect to y window coordinate, automatic granularity.

vec_type

dFdyCoarse(vec_type p)

Derivative with respect to y window coordinate, course granularity.

Not available when using the Compatibility renderer.

vec_type

dFdyFine(vec_type p)

Derivative with respect to y window coordinate, fine granularity.

Not available when using the Compatibility renderer.

vec_type

fwidth(vec_type p)

Sum of absolute derivative in x and y.

vec_type

fwidthCoarse(vec_type p)

Sum of absolute derivative in x and y.

Not available when using the Compatibility renderer.

vec_type

fwidthFine(vec_type p)

Sum of absolute derivative in x and y.

Not available when using the Compatibility renderer.

Texture function descriptions

ivec2 textureSize(gsampler2D s, int lod) 🔗

ivec2 textureSize(samplerCube s, int lod) 🔗

ivec2 textureSize(samplerCubeArray s, int lod) 🔗

ivec3 textureSize(gsampler2DArray s, int lod) 🔗

ivec3 textureSize(gsampler3D s, int lod) 🔗

Retrieves the dimensions of a level of a texture.

Returns the dimensions of level lod (if present) of the texture bound to sampler.

The components in the return value are filled in, in order, with the width, height and depth of the texture. For the array forms, the last component of the return value is the number of layers in the texture array.

param s:

The sampler to which the texture whose dimensions to retrieve is bound.

param lod:

The level of the texture for which to retrieve the dimensions.

return:

The dimensions of level lod (if present) of the texture bound to sampler.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/textureSize.xhtml


vec2 textureQueryLod(gsampler2D s, vec2 p) 🔗

vec2 textureQueryLod(gsampler2DArray s, vec2 p) 🔗

vec2 textureQueryLod(gsampler3D s, vec3 p) 🔗

vec2 textureQueryLod(samplerCube s, vec3 p) 🔗

Note

Available only in the fragment shader.

Compute the level-of-detail that would be used to sample from a texture.

The mipmap array(s) that would be accessed is returned in the x component of the return value. The computed level-of-detail relative to the base level is returned in the y component of the return value.

If called on an incomplete texture, the result of the operation is undefined.

param s:

The sampler to which the texture whose level-of-detail will be queried is bound.

param p:

The texture coordinates at which the level-of-detail will be queried.

return:

See description.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/textureQueryLod.xhtml


int textureQueryLevels(gsampler2D s) 🔗

int textureQueryLevels(gsampler2DArray s) 🔗

int textureQueryLevels(gsampler3D s) 🔗

int textureQueryLevels(samplerCube s) 🔗

Compute the number of accessible mipmap levels of a texture.

If called on an incomplete texture, or if no texture is associated with sampler, 0 is returned.

param s:

The sampler to which the texture whose mipmap level count will be queried is bound.

return:

The number of accessible mipmap levels in the texture, or 0.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/textureQueryLevels.xhtml


gvec4_type texture(gsampler2D s, vec2 p [, float bias] ) 🔗

gvec4_type texture(gsampler2DArray s, vec3 p [, float bias] ) 🔗

gvec4_type texture(gsampler3D s, vec3 p [, float bias] ) 🔗

vec4 texture(samplerCube s, vec3 p [, float bias] ) 🔗

vec4 texture(samplerCubeArray s, vec4 p [, float bias] ) 🔗

vec4 texture(samplerExternalOES s, vec2 p [, float bias] ) 🔗

Retrieves texels from a texture.

Samples texels from the texture bound to s at texture coordinate p. An optional bias, specified in bias is included in the level-of-detail computation that is used to choose mipmap(s) from which to sample.

For shadow forms, the last component of p is used as Dsub and the array layer is specified in the second to last component of p. (The second component of p is unused for 1D shadow lookups.)

For non-shadow variants, the array layer comes from the last component of P.

param s:

The sampler to which the texture from which texels will be retrieved is bound.

param p:

The texture coordinates at which texture will be sampled.

param bias:

An optional bias to be applied during level-of-detail computation.

return:

A texel.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/texture.xhtml


gvec4_type textureProj(gsampler2D s, vec3 p [, float bias] ) 🔗

gvec4_type textureProj(gsampler2D s, vec4 p [, float bias] ) 🔗

gvec4_type textureProj(gsampler3D s, vec4 p [, float bias] ) 🔗

Perform a texture lookup with projection.

The texture coordinates consumed from p, not including the last component of p, are divided by the last component of p. The resulting 3rd component of p in the shadow forms is used as Dref. After these values are computed, the texture lookup proceeds as in texture.

param s:

The sampler to which the texture from which texels will be retrieved is bound.

param p:

The texture coordinates at which texture will be sampled.

param bias:

Optional bias to be applied during level-of-detail computation.

return:

A texel.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/textureProj.xhtml


gvec4_type textureLod(gsampler2D s, vec2 p, float lod) 🔗

gvec4_type textureLod(gsampler2DArray s, vec3 p, float lod) 🔗

gvec4_type textureLod(gsampler3D s, vec3 p, float lod) 🔗

vec4 textureLod(samplerCube s, vec3 p, float lod) 🔗

vec4 textureLod(samplerCubeArray s, vec4 p, float lod) 🔗

Performs a texture lookup at coordinate p from the texture bound to sampler with an explicit level-of-detail as specified in lod. lod specifies λbase and sets the partial derivatives as follows:

δu/δx=0, δv/δx=0, δw/δx=0
δu/δy=0, δv/δy=0, δw/δy=0
param s:

The sampler to which the texture from which texels will be retrieved is bound.

param p:

The texture coordinates at which texture will be sampled.

param lod:

The explicit level-of-detail.

return:

A texel.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/textureLod.xhtml


gvec4_type textureProjLod(gsampler2D s, vec3 p, float lod) 🔗

gvec4_type textureProjLod(gsampler2D s, vec4 p, float lod) 🔗

gvec4_type textureProjLod(gsampler3D s, vec4 p, float lod) 🔗

Performs a texture lookup with projection from an explicitly specified level-of-detail.

The texture coordinates consumed from P, not including the last component of p, are divided by the last component of p. The resulting 3rd component of p in the shadow forms is used as Dref. After these values are computed, the texture lookup proceeds as in textureLod<shader_func_textureLod>, with lod used to specify the level-of-detail from which the texture will be sampled.

param s:

The sampler to which the texture from which texels will be retrieved is bound.

param p:

The texture coordinates at which texture will be sampled.

param lod:

The explicit level-of-detail from which to fetch texels.

return:

a texel

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/textureProjLod.xhtml


gvec4_type textureGrad(gsampler2D s, vec2 p, vec2 dPdx, vec2 dPdy) 🔗

gvec4_type textureGrad(gsampler2DArray s, vec3 p, vec2 dPdx, vec2 dPdy) 🔗

gvec4_type textureGrad(gsampler3D s, vec3 p, vec2 dPdx, vec2 dPdy) 🔗

vec4 textureGrad(samplerCube s, vec3 p, vec3 dPdx, vec3 dPdy) 🔗

vec4 textureGrad(samplerCubeArray s, vec3 p, vec3 dPdx, vec3 dPdy) 🔗

Performs a texture lookup at coordinate p from the texture bound to sampler with explicit texture coordinate gradiends as specified in dPdx and dPdy. Set:
  • δs/δx=δp/δx for a 1D texture, δp.s/δx otherwise

  • δs/δy=δp/δy for a 1D texture, δp.s/δy otherwise

  • δt/δx=0.0 for a 1D texture, δp.t/δx otherwise

  • δt/δy=0.0 for a 1D texture, δp.t/δy otherwise

  • δr/δx=0.0 for a 1D or 2D texture, δp.p/δx otherwise

  • δr/δy=0.0 for a 1D or 2D texture, δp.p/δy otherwise

For the cube version, the partial derivatives of p are assumed to be in the coordinate system used before texture coordinates are projected onto the appropriate cube face.

param s:

The sampler to which the texture from which texels will be retrieved is bound.

param p:

The texture coordinates at which texture will be sampled.

param dPdx:

The partial derivative of P with respect to window x.

param dPdy:

The partial derivative of P with respect to window y.

return:

A texel.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/textureGrad.xhtml


gvec4_type textureProjGrad(gsampler2D s, vec3 p, vec2 dPdx, vec2 dPdy) 🔗

gvec4_type textureProjGrad(gsampler2D s, vec4 p, vec2 dPdx, vec2 dPdy) 🔗

gvec4_type textureProjGrad(gsampler3D s, vec4 p, vec3 dPdx, vec3 dPdy) 🔗

Perform a texture lookup with projection and explicit gradients.

The texture coordinates consumed from p, not including the last component of p, are divided by the last component of p. After these values are computed, the texture lookup proceeds as in textureGrad<shader_func_textureGrad>, passing dPdx and dPdy as gradients.

param s:

The sampler to which the texture from which texels will be retrieved is bound.

param p:

The texture coordinates at which texture will be sampled.

param dPdx:

The partial derivative of p with respect to window x.

param dPdy:

The partial derivative of p with respect to window y.

return:

A texel.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/textureProjGrad.xhtml


gvec4_type texelFetch(gsampler2D s, ivec2 p, int lod) 🔗

gvec4_type texelFetch(gsampler2DArray s, ivec3 p, int lod) 🔗

gvec4_type texelFetch(gsampler3D s, ivec3 p, int lod) 🔗

Performs a lookup of a single texel from texture coordinate p in the texture bound to sampler.

param s:

The sampler to which the texture from which texels will be retrieved is bound.

param p:

The texture coordinates at which texture will be sampled.

param lod:

Specifies the level-of-detail within the texture from which the texel will be fetched.

return:

A texel.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/texelFetch.xhtml


gvec4_type textureGather(gsampler2D s, vec2 p [, int comps] ) 🔗

gvec4_type textureGather(gsampler2DArray s, vec3 p [, int comps] ) 🔗

vec4 textureGather(samplerCube s, vec3 p [, int comps] ) 🔗

Gathers four texels from a texture.

Returns the value:

vec4(Sample_i0_j1(p, base).comps,
     Sample_i1_j1(p, base).comps,
     Sample_i1_j0(p, base).comps,
     Sample_i0_j0(p, base).comps);
param s:

The sampler to which the texture from which texels will be retrieved is bound.

param p:

The texture coordinates at which texture will be sampled.

param comps:

optional the component of the source texture (0 -> x, 1 -> y, 2 -> z, 3 -> w) that will be used to generate the resulting vector. Zero if not specified.

return:

The gathered texel.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/textureGather.xhtml


vec_type dFdx(vec_type p) 🔗

Note

Available only in the fragment shader.

Returns the partial derivative of p with respect to the window x coordinate using local differencing.

Returns either dFdxCoarse or dFdxFine. The implementation may choose which calculation to perform based upon factors such as performance or the value of the API GL_FRAGMENT_SHADER_DERIVATIVE_HINT hint.

Warning

Expressions that imply higher order derivatives such as dFdx(dFdx(n)) have undefined results, as do mixed-order derivatives such as dFdx(dFdy(n)).

param p:

The expression of which to take the partial derivative.

Note

It is assumed that the expression p is continuous and therefore expressions evaluated via non-uniform control flow may be undefined.

return:

The partial derivative of p.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/dFdx.xhtml


vec_type dFdxCoarse(vec_type p) 🔗

Note

Available only in the fragment shader. Not available when using the Compatibility renderer.

Returns the partial derivative of p with respect to the window x coordinate.

Calculates derivatives using local differencing based on the value of p for the current fragment's neighbors, and will possibly, but not necessarily, include the value for the current fragment. That is, over a given area, the implementation can compute derivatives in fewer unique locations than would be allowed for the corresponding dFdxFine function.

Warning

Expressions that imply higher order derivatives such as dFdx(dFdx(n)) have undefined results, as do mixed-order derivatives such as dFdx(dFdy(n)).

param p:

The expression of which to take the partial derivative.

Note

It is assumed that the expression p is continuous and therefore expressions evaluated via non-uniform control flow may be undefined.

return:

The partial derivative of p.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/dFdxCoarse.xhtml


vec_type dFdxFine(vec_type p) 🔗

Note

Available only in the fragment shader. Not available when using the Compatibility renderer.

Returns the partial derivative of p with respect to the window x coordinate.

Calculates derivatives using local differencing based on the value of p for the current fragment and its immediate neighbor(s).

Warning

Expressions that imply higher order derivatives such as dFdx(dFdx(n)) have undefined results, as do mixed-order derivatives such as dFdx(dFdy(n)).

param p:

The expression of which to take the partial derivative.

Note

It is assumed that the expression p is continuous and therefore expressions evaluated via non-uniform control flow may be undefined.

return:

The partial derivative of p.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/dFdxFine.xhtml


vec_type dFdy(vec_type p) 🔗

Note

Available only in the fragment shader.

Returns the partial derivative of p with respect to the window y coordinate using local differencing.

Returns either dFdyCoarse or dFdyFine. The implementation may choose which calculation to perform based upon factors such as performance or the value of the API GL_FRAGMENT_SHADER_DERIVATIVE_HINT hint.

Warning

Expressions that imply higher order derivatives such as dFdx(dFdx(n)) have undefined results, as do mixed-order derivatives such as dFdx(dFdy(n)).

param p:

The expression of which to take the partial derivative.

Note

It is assumed that the expression p is continuous and therefore expressions evaluated via non-uniform control flow may be undefined.

return:

The partial derivative of p.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/dFdy.xhtml


vec_type dFdyCoarse(vec_type p) 🔗

Note

Available only in the fragment shader. Not available when using the Compatibility renderer.

Returns the partial derivative of p with respect to the window y coordinate.

Calculates derivatives using local differencing based on the value of p for the current fragment's neighbors, and will possibly, but not necessarily, include the value for the current fragment. That is, over a given area, the implementation can compute derivatives in fewer unique locations than would be allowed for the corresponding dFdyFine and dFdyFine functions.

Warning

Expressions that imply higher order derivatives such as dFdx(dFdx(n)) have undefined results, as do mixed-order derivatives such as dFdx(dFdy(n)).

param p:

The expression of which to take the partial derivative.

Note

It is assumed that the expression p is continuous and therefore expressions evaluated via non-uniform control flow may be undefined.

return:

The partial derivative of p.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/dFdyCoarse.xhtml


vec_type dFdyFine(vec_type p) 🔗

Note

Available only in the fragment shader. Not available when using the Compatibility renderer.

Returns the partial derivative of p with respect to the window y coordinate.

Calculates derivatives using local differencing based on the value of p for the current fragment and its immediate neighbor(s).

Warning

Expressions that imply higher order derivatives such as dFdx(dFdx(n)) have undefined results, as do mixed-order derivatives such as dFdx(dFdy(n)).

param p:

The expression of which to take the partial derivative.

Note

It is assumed that the expression p is continuous and therefore expressions evaluated via non-uniform control flow may be undefined.

return:

The partial derivative of p.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/dFdyFine.xhtml


vec_type fwidth(vec_type p) 🔗

Returns the sum of the absolute value of derivatives in x and y.

Uses local differencing for the input argument p.

Equivalent to abs(dFdx(p)) + abs(dFdy(p)).

param p:

The expression of which to take the partial derivative.

return:

The partial derivative.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/fwidth.xhtml


vec_type fwidthCoarse(vec_type p) 🔗

Note

Available only in the fragment shader. Not available when using the Compatibility renderer.

Returns the sum of the absolute value of derivatives in x and y.

Uses local differencing for the input argument p.

Equivalent to abs(dFdxCoarse(p)) + abs(dFdyCoarse(p)).

param p:

The expression of which to take the partial derivative.

return:

The partial derivative.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/fwidthCoarse.xhtml


vec_type fwidthFine(vec_type p) 🔗

Note

Available only in the fragment shader. Not available when using the Compatibility renderer.

Returns the sum of the absolute value of derivatives in x and y.

Uses local differencing for the input argument p.

Equivalent to abs(dFdxFine(p)) + abs(dFdyFine(p)).

param p:

The expression of which to take the partial derivative.

return:

The partial derivative.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/fwidthFine.xhtml


Packing and unpacking functions

These functions convert floating-point numbers into various sized integers and then pack those integers into a single 32bit unsigned integer. The 'unpack' functions perform the opposite operation, returning the original floating-point numbers.

uint
vec2
packHalf2x16(vec2 v)

Convert two 32-bit floats to 16 bit floats and pack them.

uint
vec2

Convert two normalized (range 0..1) 32-bit floats to 16-bit floats and pack them.

uint
vec2

Convert two signed normalized (range -1..1) 32-bit floats to 16-bit floats and pack them.

uint
vec4
packUnorm4x8(vec4 v)

Convert four normalized (range 0..1) 32-bit floats into 8-bit floats and pack them.

uint
vec4
packSnorm4x8(vec4 v)

Convert four signed normalized (range -1..1) 32-bit floats into 8-bit floats and pack them.

Packing and unpacking function descriptions

uint packHalf2x16(vec2 v) 🔗

Converts two 32-bit floating-point quantities to 16-bit floating-point quantities and packs them into a single 32-bit integer.

Returns an unsigned integer obtained by converting the components of a two-component floating-point vector to the 16-bit floating-point representation found in the OpenGL Specification, and then packing these two 16-bit integers into a 32-bit unsigned integer. The first vector component specifies the 16 least-significant bits of the result; the second component specifies the 16 most-significant bits.

param v:

A vector of two 32-bit floating-point values that are to be converted to 16-bit representation and packed into the result.

return:

The packed value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/packHalf2x16.xhtml


vec2 unpackHalf2x16(uint v) 🔗

Inverse of packHalf2x16.

Unpacks a 32-bit integer into two 16-bit floating-point values, converts them to 32-bit floating-point values, and puts them into a vector. The first component of the vector is obtained from the 16 least-significant bits of v; the second component is obtained from the 16 most-significant bits of v.

param v:

A single 32-bit unsigned integer containing 2 packed 16-bit floating-point values.

return:

Two unpacked floating-point values.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/unpackHalf2x16.xhtml


uint packUnorm2x16(vec2 v) 🔗

Pack floating-point values into an unsigned integer.

Converts each component of the normalized floating-point value v into 16-bit integer values and then packs the results into a 32-bit unsigned integer.

The conversion for component c of v to fixed-point is performed as follows:

round(clamp(c, 0.0, 1.0) * 65535.0)

The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.

param v:

A vector of values to be packed into an unsigned integer.

return:

Unsigned 32 bit integer containing the packed encoding of the vector.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/packUnorm.xhtml


vec2 unpackUnorm2x16(uint v) 🔗

Unpack floating-point values from an unsigned integer.

Unpack single 32-bit unsigned integers into a pair of 16-bit unsigned integers. Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.

The conversion for unpacked fixed point value f to floating-point is performed as follows:

f / 65535.0

The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.

param v:

An unsigned integer containing packed floating-point values.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/unpackUnorm.xhtml


uint packSnorm2x16(vec2 v) 🔗

Packs floating-point values into an unsigned integer.

Convert each component of the normalized floating-point value v into 16-bit integer values and then packs the results into a 32-bit unsigned integer.

The conversion for component c of v to fixed-point is performed as follows:

round(clamp(c, -1.0, 1.0) * 32767.0)

The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.

param v:

A vector of values to be packed into an unsigned integer.

return:

Unsigned 32 bit integer containing the packed encoding of the vector.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/packUnorm.xhtml


vec2 unpackSnorm2x16(uint v) 🔗

Unpacks floating-point values from an unsigned integer.

Unpacks single 32-bit unsigned integers into a pair of 16-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.

The conversion for unpacked fixed point value f to floating-point is performed as follows:

clamp(f / 32727.0, -1.0, 1.0)

The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.

param v:

An unsigned integer containing packed floating-point values.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/unpackUnorm.xhtml


uint packUnorm4x8(vec4 v) 🔗

Packs floating-point values into an unsigned integer.

Converts each component of the normalized floating-point value v into 16-bit integer values and then packs the results into a 32-bit unsigned integer.

The conversion for component c of v to fixed-point is performed as follows:

round(clamp(c, 0.0, 1.0) * 255.0)

The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.

param v:

A vector of values to be packed into an unsigned integer.

return:

Unsigned 32 bit integer containing the packed encoding of the vector.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/packUnorm.xhtml


vec4 unpackUnorm4x8(uint v) 🔗

Unpacks floating-point values from an unsigned integer.

Unpacks single 32-bit unsigned integers into four 8-bit unsigned integers. Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.

The conversion for unpacked fixed point value f to floating-point is performed as follows:

f / 255.0

The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.

param v:

An unsigned integer containing packed floating-point values.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/unpackUnorm.xhtml


uint packSnorm4x8(vec4 v) 🔗

Packs floating-point values into an unsigned integer.

Convert each component of the normalized floating-point value v into 16-bit integer values and then packs the results into a 32-bit unsigned integer.

The conversion for component c of v to fixed-point is performed as follows:

round(clamp(c, -1.0, 1.0) * 127.0)

The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.

param v:

A vector of values to be packed into an unsigned integer.

return:

Unsigned 32 bit integer containing the packed encoding of the vector.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/packUnorm.xhtml


vec4 unpackSnorm4x8(uint v) 🔗

Unpack floating-point values from an unsigned integer.

Unpack single 32-bit unsigned integers into four 8-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.

The conversion for unpacked fixed point value f to floating-point is performed as follows:

clamp(f / 127.0, -1.0, 1.0)

The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.

param v:

An unsigned integer containing packed floating-point values.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/unpackUnorm.xhtml


Bitwise functions

vec_int_type
vec_uint_type
bitfieldExtract(vec_int_type value, int offset, int bits)
bitfieldExtract(vec_uint_type value, int offset, int bits)

Extracts a range of bits from an integer.

vec_int_type
vec_uint_type
bitfieldInsert(vec_int_type base, vec_int_type insert, int offset, int bits)
bitfieldInsert(vec_uint_type base, vec_uint_type insert, int offset, int bits)

Insert a range of bits into an integer.

vec_int_type
vec_uint_type
bitfieldReverse(vec_int_type value)
bitfieldReverse(vec_uint_type value)

Reverse the order of bits in an integer.

vec_int_type
vec_uint_type
bitCount(vec_int_type value)
bitCount(vec_uint_type value)

Counts the number of 1 bits in an integer.

vec_int_type
vec_uint_type
findLSB(vec_int_type value)
findLSB(vec_uint_type value)

Find the index of the least significant bit set to 1 in an integer.

vec_int_type
vec_uint_type
findMSB(vec_int_type value)
findMSB(vec_uint_type value)

Find the index of the most significant bit set to 1 in an integer.

void
void
imulExtended(vec_int_type x, vec_int_type y, out vec_int_type msb, out vec_int_type lsb)
umulExtended(vec_uint_type x, vec_uint_type y, out vec_uint_type msb, out vec_uint_type lsb)

Multiplies two 32-bit numbers and produce a 64-bit result.

vec_uint_type

uaddCarry(vec_uint_type x, vec_uint_type y, out vec_uint_type carry)

Adds two unsigned integers and generates carry.

vec_uint_type

usubBorrow(vec_uint_type x, vec_uint_type y, out vec_uint_type borrow)

Subtracts two unsigned integers and generates borrow.

vec_type

ldexp(vec_type x, out vec_int_type exp)

Assemble a floating-point number from a value and exponent.

vec_type

frexp(vec_type x, out vec_int_type exp)

Splits a floating-point number (x) into significand integral components

Bitwise function descriptions

vec_int_type bitfieldExtract(vec_int_type value, int offset, int bits) 🔗

Extracts a subset of the bits of value and returns it in the least significant bits of the result. The range of bits extracted is [offset, offset + bits - 1].

The most significant bits of the result will be set to zero.

Note

If bits is zero, the result will be zero.

Warning

The result will be undefined if:

  • offset or bits is negative.

  • if the sum of offset and bits is greater than the number of bits used to store the operand.

param value:

The integer from which to extract bits.

param offset:

The index of the first bit to extract.

param bits:

The number of bits to extract.

return:

Integer with the requested bits.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/bitfieldExtract.xhtml


vec_uint_type bitfieldExtract(vec_uint_type value, int offset, int bits) 🔗

Component-wise Function.

Extracts a subset of the bits of value and returns it in the least significant bits of the result. The range of bits extracted is [offset, offset + bits - 1].

The most significant bits will be set to the value of offset + base - 1 (i.e., it is sign extended to the width of the return type).

Note

If bits is zero, the result will be zero.

Warning

The result will be undefined if:

  • offset or bits is negative.

  • if the sum of offset and bits is greater than the number of bits used to store the operand.

param value:

The integer from which to extract bits.

param offset:

The index of the first bit to extract.

param bits:

The number of bits to extract.

return:

Integer with the requested bits.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/bitfieldExtract.xhtml


vec_uint_type bitfieldExtract(vec_uint_type value, int offset, int bits) 🔗

vec_uint_type bitfieldInsert(vec_uint_type base, vec_uint_type insert, int offset, int bits) 🔗

Component-wise Function.

Inserts the bits least significant bits of insert into base at offset offset.

The returned value will have bits [offset, offset + bits + 1] taken from [0, bits - 1] of insert and all other bits taken directly from the corresponding bits of base.

Note

If bits is zero, the result will be the original value of base.

Warning

The result will be undefined if:

  • offset or bits is negative.

  • if the sum of offset and bits is greater than the number of bits used to store the operand.

param base:

The integer into which to insert insert.

param insert:

The value of the bits to insert.

param offset:

The index of the first bit to insert.

param bits:

The number of bits to insert.

return:

base with inserted bits.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/bitfieldInsert.xhtml


vec_int_type bitfieldReverse(vec_int_type value) 🔗

vec_uint_type bitfieldReverse(vec_uint_type value) 🔗

Component-wise Function.

Reverse the order of bits in an integer.

The bit numbered n will be taken from bit (bits - 1) - n of value, where bits is the total number of bits used to represent value.

param value:

The value whose bits to reverse.

return:

value but with its bits reversed.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/bitfieldReverse.xhtml


vec_int_type bitCount(vec_int_type value) 🔗

vec_uint_type bitCount(vec_uint_type value) 🔗

Component-wise Function.

Counts the number of 1 bits in an integer.

param value:

The value whose bits to count.

return:

The number of bits that are set to 1 in the binary representation of value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/bitCount.xhtml


vec_int_type findLSB(vec_int_type value) 🔗

vec_uint_type findLSB(vec_uint_type value) 🔗

Component-wise Function.

Find the index of the least significant bit set to 1.

Note

If value is zero, -1 will be returned.

param value:

The value whose bits to scan.

return:

The bit number of the least significant bit that is set to 1 in the binary representation of value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/findLSB.xhtml


vec_int_type findMSB(vec_int_type value) 🔗

vec_uint_type findMSB(vec_uint_type value) 🔗

Component-wise Function.

Find the index of the most significant bit set to 1.

Note

For signed integer types, the sign bit is checked first and then:
  • For positive integers, the result will be the bit number of the most significant bit that is set to 1.

  • For negative integers, the result will be the bit number of the most significant bit set to 0.

Note

For a value of zero or negative 1, -1 will be returned.

param value:

The value whose bits to scan.

return:

The bit number of the most significant bit that is set to 1 in the binary representation of value.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/findMSB.xhtml


void imulExtended(vec_int_type x, vec_int_type y, out vec_int_type msb, out vec_int_type lsb) 🔗

Component-wise Function.

Perform 32-bit by 32-bit signed multiplication to produce a 64-bit result.

The 32 least significant bits of this product are returned in lsb and the 32 most significant bits are returned in msb.

param x:

The first multiplicand.

param y:

The second multiplicand.

param msb:

The variable to receive the most significant word of the product.

param lsb:

The variable to receive the least significant word of the product.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/umulExtended.xhtml


void umulExtended(vec_uint_type x, vec_uint_type y, out vec_uint_type msb, out vec_uint_type lsb) 🔗

Component-wise Function.

Perform 32-bit by 32-bit unsigned multiplication to produce a 64-bit result.

The 32 least significant bits of this product are returned in lsb and the 32 most significant bits are returned in msb.

param x:

The first multiplicand.

param y:

The second multiplicand.

param msb:

The variable to receive the most significant word of the product.

param lsb:

The variable to receive the least significant word of the product.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/umulExtended.xhtml


vec_uint_type uaddCarry(vec_uint_type x, vec_uint_type y, out vec_uint_type carry) 🔗

Component-wise Function.

Add unsigned integers and generate carry.

adds two 32-bit unsigned integer variables (scalars or vectors) and generates a 32-bit unsigned integer result, along with a carry output. The value carry is .

param x:

The first operand.

param y:

The second operand.

param carry:

0 if the sum is less than 232, otherwise 1.

return:

(x + y) % 2^32.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/uaddCarry.xhtml


vec_uint_type usubBorrow(vec_uint_type x, vec_uint_type y, out vec_uint_type borrow) 🔗

Component-wise Function.

Subtract unsigned integers and generate borrow.

param x:

The first operand.

param y:

The second operand.

param borrow:

0 if x >= y, otherwise 1.

return:

The difference of x and y if non-negative, or 232 plus that difference otherwise.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/usubBorrow.xhtml


vec_type ldexp(vec_type x, out vec_int_type exp) 🔗

Component-wise Function.

Assembles a floating-point number from a value and exponent.

Warning

If this product is too large to be represented in the floating-point type, the result is undefined.

param x:

The value to be used as a source of significand.

param exp:

The value to be used as a source of exponent.

return:

x * 2^exp

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/ldexp.xhtml


vec_type frexp(vec_type x, out vec_int_type exp) 🔗

Component-wise Function.

Extracts x into a floating-point significand in the range [0.5, 1.0) and in integral exponent of two, such that:

x = significand * 2 ^ exponent

For a floating-point value of zero, the significand and exponent are both zero.

Warning

For a floating-point value that is an infinity or a floating-point NaN, the results are undefined.

param x:

The value from which significand and exponent are to be extracted.

param exp:

The variable into which to place the exponent of x.

return:

The significand of x.

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/frexp.xhtml