问题
I need to call this kind of function many many times in my GLSL code.
vec2 minx(vec2 a, vec2 b) {
if (a.x < b.x) return a;
else return b;
}
I'm concerned of the excessive branching. Is there a way to do this avoiding if-else constructs?
回答1:
I suggest to use the GLSL functions mix and step.
mix interpolates between 2 values according to a floating point interpolation value a in the range [0.0, 1.0]. If the a is equal 0.0 then the 1st value is returned and if the a is equal 1.0 then the 2nd value is returned.
step tests whether a value is less than an edge value. If it is less then 0.0 is returned, else 1.0 is returned.
If you combine the 2 functions your code will look like this:
vec2 minx(vec2 a, vec2 b)
{
return mix( a, b, step( b.x, a.x ) );
}
Note, the result of step is either exactly 0.0 or exactly 1.0, this causes that mix either returns the 1st value or returns the 2nd value.
来源:https://stackoverflow.com/questions/45597118/fastest-way-to-do-min-max-based-on-specific-component-of-vectors-in-glsl