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mathglslsmoothstep

what is the case for edge0 greater than or equal to edge1 for smoothstep function glsl


I am looking into smoothstep(edge0, edge1, x) function. docs say results are undefined if edge0 >= edge1.

In a shader there is a line:

smoothstep(radius + SIZE, radius + SIZE / 1.2, dist);

this means edge0 >= edge1 it still works fine, how is that possible?


Solution

  • Looks to me like the docs are wrong.

    Here's from playing around with smoothstep:

    y = smoothstep(1.0,-1.0,x); enter image description here

    y = smoothstep(-1.0,1.0,x); enter image description here

    It looks like when edge0 > edge1, it flips the side at 1 to be at negative infinity, and the side at 0 to be at positive infinity.

    Another example:

    #ifdef GL_ES
    precision mediump float;
    #endif
    
    #define PI 3.14159265359
    
    uniform vec2 u_resolution;
    
    float plot(vec2 st, float pct){
      return  smoothstep( pct+0.02, pct, st.y) -
              smoothstep( pct, pct-0.02, st.y);
    }
    
    void main() {
        vec2 st = gl_FragCoord.xy/u_resolution;
    
        // Smooth interpolation between 0.1 and 0.9
        float y = smoothstep(0.1,0.9,st.x);
    
        vec3 color = vec3(y);
    
        float pct = plot(st,y);
        color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
    
        gl_FragColor = vec4(color,1.0);
    }
    

    enter image description here

    Changing y to a step from 0.9 to 0.1 changes the output to this:

    enter image description here