local
A value computed once per pixel and shared by everything that reads it.
local(e: Expr, hint: string): Expr
Import math from shaders/std and use math.local.
Wrap any expression you use twice or more. hint is a short name that appears in the generated code and only has to be readable.
Parameters
| Name | Type | Notes |
|---|---|---|
e | Expr | |
hint | string |
Example
const dist = local(length(sub(uv, params.uniforms.center)), 'dist')
Tip. Without it, the same math is repeated at every place you use the value.
Used by
Aurora, Blob, BrushedMetal, CarbonFiber, Chrome, CompressionArtifacts, Crystal, FlowingGradient, Frost, Goo, Heatmap, Hologram, Holographic, InkFlow, Irradiance, LiquidMetal, Marble, MeshGradient, Nebula, Obsidian, PixelThrow, Plastic, Prism, ReactionDiffusion, Sparkle, StudioBackground, Surface3D, TimeTrail, Voxels, Water, Waveform