# GLSL CHEAT SHEET PDF

Tugar It is assumed that the reader is familiar with OpenGL programming, as this is required to understand some parts of the tutorial. This dual coverage is prone to mistakes, so please let me know if you find something wrong. Leave a Reply Cancel reply. Before writing shaders, in any language, it is a good shwet to understand the basics of the graphics pipeline. Yes, you can use them together. My render function loops through an array of structs and loads data from a VBO.

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For more information please visit: www. The input parameter can be a floating scalar or a float vector. In case of a float vector all components are converted from degrees to radians separately. Degrees float degrees float radians vec2 degrees vec2 radians vec3 degrees vec3 radians vec4 degrees vec4 radians The degrees function converts radians to degrees. In case of a float vector every component is converted from radians to degrees separately.

Sine float sin float angle vec2 sin vec2 angle vec3 sin vec3 angle vec4 sin vec4 angle The sin function returns the sine of an angle in radians. In case of a float vector the sine is calculated separately for every component.

Cosine float cos float angle vec2 cos vec2 angle vec3 cos vec3 angle vec4 cos vec4 angle The cos function returns the cosine of an angle in radians. In case of a float vector the cosine is calculated separately for every component. Tangent float tan float angle vec2 tan vec2 angle vec3 tan vec3 angle vec4 tan vec4 angle The tan function returns the tangent of an angle in radians.

In case of a float vector the tangent is calculated separately for every component. Arcsine float asin float x vec2 asin vec2 x vec3 asin vec3 x vec4 asin vec4 x The asin function returns the arcsine of an angle in radians. It is the inverse function of sine. In case of a float vector the arcsine is calculated separately for every component. Arccosine float acos float x vec2 acos vec2 x vec3 acos vec3 x vec4 acos vec4 x The acos function returns the arccosine of an angle in radians.

It is the inverse function of cosine. In case of a float vector the arccosine is calculated separately for every component. It is the inverse function of tangent. In case of a float vector the arctangent is calculated separately for every component.

The input parameters can be floating scalars or float vectors. In case of float vectors the operation is done component-wise. Exponential function float exp float x vec2 exp vec2 x vec3 exp vec3 x vec4 exp vec4 x The exp function returns the constant e raised to the power of x. In case of a float vector the operation is done component-wise. Natural logarithm float log float x vec2 log vec2 x vec3 log vec3 x vec4 log vec4 x The log function returns the power to which the constant e has to be raised to produce x.

Exponential function base 2 float exp2 float x vec2 exp2 vec2 x vec3 exp2 vec3 x vec4 exp2 vec4 x The exp2 function returns 2 raised to the power of x. Logarithm base 2 float log2 float x vec2 log2 vec2 x vec3 log2 vec3 x vec4 log2 vec4 x The log2 function returns the power to which 2 has to be raised to produce x. Square root float sqrt float x vec2 sqrt vec2 x vec3 sqrt vec3 x vec4 sqrt vec4 x The sqrt function returns the square root of x.

Inverse square root float inversesqrt float x vec2 inversesqrt vec2 x vec3 inversesqrt vec3 x vec4 inversesqrt vec4 x The inversesqrt function returns the inverse square root of x, i. Sign float sign float x vec2 sign vec2 x vec3 sign vec3 x vec4 sign vec4 x The sign function returns 1. Floor float floor float x vec2 floor vec2 x vec3 floor vec3 x vec4 floor vec4 x The floor function returns the largest integer number that is smaller or equal to x.

Side note: The return value is of type floating scalar or float vector although the result of the operation is an integer. Ceiling float ceil float x vec2 ceil vec2 x vec3 ceil vec3 x vec4 ceil vec4 x The ceiling function returns the smallest number that is larger or equal to x. Fractional part float fract float x vec2 fract vec2 x vec3 fract vec3 x vec4 fract vec4 x The fract function returns the fractional part of x, i.

Side note: If x and y are integers the return value is the remainder of the division of x by y as expected. Minimum float min float x, float y vec2 min vec2 x, vec2 y vec3 min vec3 x, vec3 y vec4 min vec4 x, vec4 y The min function returns the smaller of the two arguments.

Maximum float max float x, float y vec2 max vec2 x, vec2 y vec3 max vec3 x, vec3 y vec4 max vec4 x, vec4 y The max function returns the larger of the two arguments. Clamp float clamp float x, float minVal, float maxVal vec2 clamp vec2 x, vec2 minVal, vec2 maxVal vec3 clamp vec3 x, vec3 minVal, vec3 maxVal vec4 clamp vec4 x, vec4 minVal, vec4 maxVal The clamp function returns x if it is larger than minVal and smaller than maxVal.

In case x is smaller than minVal, minVal is returned. If x is larger than maxVal, maxVal is returned. Mix float mix float x, float y, float a vec2 mix vec2 x, vec2 y, vec2 a vec3 mix vec3 x, vec3 y, vec3 a vec4 mix vec4 x, vec4 y, vec4 a The mix function returns the linear blend of x and y, i. Step float step float edge, float x vec2 step vec2 edge, vec2 x vec3 step vec3 edge, vec3 x vec4 step vec4 edge, vec4 x The step function returns 0. Smoothstep float smoothstep float edge0, float edge1, float x vec2 smoothstep vec2 edge0, vec2 edge1, vec2 x vec3 smoothstep vec3 edge0, vec3 edge1, vec3 x vec4 smoothstep vec4 edge0, vec4 edge1, vec4 x The smoothstep function returns 0.

Otherwise the return value is interpolated between 0. In case of a floating scalar the length function is trivial and returns the absolute value.

Distance float distance float p0, float p1 float distance vec2 p0, vec2 p1 float distance vec3 p0, vec3 p1 float distance vec4 p0, vec4 p1 The distance function returns the distance between two points. In case of floating scalars the distance function is trivial and returns the absolute value of d.

Dot product float dot float x, float y float dot vec2 x, vec2 y float dot vec3 x, vec3 y float dot vec4 x, vec4 y The dot function returns the dot product of the two input parameters, i. If x and y are the same the square root of the dot product is equivalent to the length of the vector. In case of floating scalars the dot function is trivial and returns the product of x and y. Cross product vec3 cross vec3 x, vec3 y The cross function returns the cross product of the two input parameters, i.

The input parameters can only be 3-component floating vectors. The cross product is equivalent to the product of the length of the vectors times the sinus of the smaller angle between x and y. Normalize float normalize float x vec2 normalize vec2 x vec3 normalize vec3 x vec4 normalize vec4 x The normalize function returns a vector with length 1. In case of a floating scalar the normalize function is trivial and returns 1. Faceforward float faceforward float N, float I, float Nref vec2 faceforward vec2 N, vec2 I, vec2 Nref vec3 faceforward vec3 N, vec3 I, vec3 Nref vec4 faceforward vec4 N, vec4 I, vec4 Nref The faceforward function returns a vector that points in the same direction as a reference vector.

The function has three input parameters of the type floating scalar or float vector: N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned. Reflect float reflect float I, float N vec2 reflect vec2 I, vec2 N vec3 reflect vec3 I, vec3 N vec4 reflect vec4 I, vec4 N The reflect function returns a vector that points in the direction of reflection.

The function has two input parameters of the type floating scalar or float vector: I, the incident vector, and N, the normal vector of the reflecting surface. Side note: To obtain the desired result the vector N has to be normalized. The reflection vector always has the same length as the incident vector. From this it follows that the reflection vector is normalized if N and I are both normalized. Refract float refract float I, float N, float eta vec2 refract vec2 I, vec2 N, float eta vec3 refract vec3 I, vec3 N, float eta vec4 refract vec4 I, vec4 N, float eta The refract function returns a vector that points in the direction of refraction.

The function has two input parameters of the type floating scalar or float vector and one input parameter of the type floating scalar: I, the incident vector, N, the normal vector of the refracting surface, and eta, the ratio of indices of refraction. Side note: To obtain the desired result the vectors I and N have to be normalized. The function has two input parameters of the type floating point matrix and returns a matrix of the same type.

The function has two input parameters of the type floating point vector or signed integer vector. Not equal comparison bvec2 notEqual vec2 x, vec2 y bvec3 notEqual vec3 x, vec3 y bvec4 notEqual vec4 x, vec4 y bvec2 notEqual ivec2 x, ivec2 y bvec3 notEqual ivec3 x, ivec3 y bvec4 notEqual ivec4 x, ivec4 y The notEqual function returns a boolean vector as result of a component-wise comparison in the form of x[i]!

Any evaluation bool any bvec2 x bool any bvec3 x bool any bvec4 x The any function returns a boolean value as result of the evaluation whether any component of the input vector is TRUE. The function has one input parameters of the type boolean vector. All evaluation bool all bvec2 x bool all bvec3 x bool all bvec4 x The all function returns a boolean value as result of the evaluation whether all components of the input vector are TRUE. Not evaluation bvec2 not bvec2 x bvec3 not bvec3 x bvec4 not bvec4 x The not function returns a boolean vector as result of a component-wise logical complement operation.

The function has one input parameter of the type sampler2D and one input parameter of the type vec2 : sampler, the uniform the texture is bound to, and coord, the 2-dimensional coordinates of the texel to look up.

There is an optional third input parameter of the type float: bias. After calculating the appropriate level of detail for a texture with mipmaps the bias is added before the actual texture lookup operation is executed. Side note: On iOS devices texture lookup functionality is only available in the fragment shader. Cubemap texture lookup vec4 textureCube samplerCube sampler, vec3 coord vec4 textureCube samplerCube sampler, vec3 coord, float bias The textureCube function returns a texel, i.

The function has one input parameter of the type samplerCube and one input parameter of the type vec3 : sampler, the uniform the texture is bound to, and coord, the 3-dimensional coordinates of the texel to look up.

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