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glsl_math

v1.0.0

Published

Transforms human-readable mathematical expressions into GLSL shader code. Enter formulas like x^(-2cos(x)) and receive a GLSL-compatible string that is ready for use in WebGL projects and real‑time graphics applications.

Readme

GLSL Math

Common calculus/math functions include symbols such as ^ (to denote raising to the power). However, this symbol is not supported in glsl. This repository contains code that takes common expressions and compiles to a glsl compatible string.

TODO

  • rewrite in rust

Build and Publish

deno run -A build.ts 1.0.0
npm publish ./npm

Supported Math Functionality for Transpilation

Primitives

  • variables (x)
  • numbers (2)
  • floating point decimals (2.1)
  • PI/Pi/pi (3.14159265359)
  • E/e (2.71828182846)

Arithmetic Operators

  • addition +: a + b
  • subtraction -: a - b
  • Multiplication *: a * b
  • Division /: a / b
  • Exponentiation ^: x^y (converted to pow(x, y) in GLSL)

Grouping and Precedence:

  • Parentheses (( )): to define operation precedence and group expressions

Common Mathematical Functions

sin(x)cos(x)tan(x)

  • asin(x)
  • acos(x)
  • atan(x)
  • log(x) : natural logarithm; note that GLSL’s log is the natural log – log2(x): if supporting logarithms base‑2
  • sqrt(x)
  • abs(x)
  • floor(x): rounds down to the nearest integer:
  • ceil(x): rounds up to the nearest integer
  • round(x): rounds to the nearest integer

Derivative Approximation

  • dFdx(x) – Approximate derivative with respect to x.

Publish to npm

https://github.com/denoland/dnt/

deno run -A scripts/build_npm.ts 0.1.0