exp
e raised to the value.
exp(x: Val): Expr
Import math from shaders/std and use math.exp.
With a negative argument it is the classic smooth falloff.
Parameters
| Name | Type | Notes |
|---|---|---|
x | Val |
Example
const glow = exp(neg(mul(dist, params.uniforms.falloff)))
See also
exp2— 2 raised to the value.log— The natural logarithm of a value.gaussBell— A bell curve: 1 at zero, falling toward 0 on both sides.
Used by
Aurora, Chrome, Goo, Heatmap, Hologram, MeshGradient, Prism, StudioBackground