GLSL functions
length(x)– length of afloat,vec2,vec3orvec4distance(a, b)– distance betweena..bstep(edge, x)– return 0 ifx < edge, otherwise 1smoothstep(edge0, edge1, x)– likestepbut interpolatie betweenedge0andedge1.mix(x, y, a)- interpolate betweenx..ywitha = 0 .. 1min(x, y)– return the lesser valuemax(x, y)– return the greater valueclamp(x, a, b)– clamp the value between[a .. b]- Trigonometric functions, eg.
sin(x),cos(x),atan(x)