mix
A blend from a to b by t, where 0 gives a and 1 gives b.
mix(a: Val, b: Val, t: Val): Expr
Import math from shaders/std and use math.mix.
Works on numbers and on colors. For two colors, pass t through splat3 to blend every channel by the same amount.
Parameters
| Name | Type | Notes |
|---|---|---|
a | Val | |
b | Val | |
t | Val |
Example
const rgb = mix(params.uniforms.colorA.member('rgb'), params.uniforms.colorB.member('rgb'), splat3(coverage))
See also
smoothstep— A soft edge: 0 belowe0, 1 abovee1, an S-curve between.splat3— One number copied into all three channels of a vec3.
Used by
Aurora, BrushedMetal, CarbonFiber, Chrome, Crystal, FlowingGradient, Frost, Goo, Heatmap, Hologram, Holographic, Irradiance, LiquidMetal, Nebula, Obsidian, PixelThrow, Plastic, Polygon, Prism, ReactionDiffusion, Sparkle, StudioBackground, Voxels, Water, Waveform