 ### SeExpr: remove all :math: usage

parent 6fbae0b6
 ... ... @@ -198,7 +198,7 @@ specified range. $var2 = [0, 0, 0] # 0.000, 10.000 The latter is very helpful; SeExpr considers vectors with range :math:[0, 1] as colors:: The latter is very helpful; SeExpr considers vectors with range [0, 1] as colors:: # this is a dark red$color = [0.5, 0, 0] # 0.000, 1.000 ... ... @@ -234,15 +234,15 @@ Color, Masking, and Remapping Functions .. glossary:: float **bias** ( float x, float b) Variation of gamma where control parameter goes from :math:0 to :math:1 with values :math:\gt 0.5 pulling the curve up and values :math:\lt 0.5 pulling the curve down.  Defined as :math:pow(x, log(b)/log(0.5)). Variation of gamma where control parameter goes from 0 to 1 with values > 0.5 pulling the curve up and values < 0.5 pulling the curve down.  Defined as pow(x, log(b)/log(0.5)). float **boxstep** ( float x, float a ) float **gaussstep** ( float x, float a, float b ) float **linearstep** ( float x, float a, float b ) float **smoothstep** ( float x, float a, float b ) The step functions are zero for :math:x \lt a and one for :math:x \gt b (or :math:x \gt a in The step functions are zero for x < a and one for x > b (or x > a in the case of boxstep).  Between a and b, the value changes continuously between zero and one.  The gausstep function uses the standard Gaussian "bell" curve which is based on an exponential ... ... @@ -252,30 +252,30 @@ Color, Masking, and Remapping Functions and zero. float **clamp** ( float x, float lo, float hi ) Constrain :math:x to range :math:[lo, hi]. Constrain x to range [lo, hi]. float **compress** ( float x, float lo, float hi ) Compress the dynamic range from :math:[0, 1] to :math:[lo, hi]. Compress the dynamic range from [0, 1] to [lo, hi]. float **contrast** ( float x, float c ) Adjust the contrast.  For :math:c from :math:0 to :math:0.5, the contrast is decreased.  For :math:c \gt 0.5, the contrast is increased. Adjust the contrast.  For c from 0 to 0.5, the contrast is decreased.  For c > 0.5, the contrast is increased. float **expand** ( float x, float lo, float hi ) Expand the dynamic range from :math:[lo, hi] to :math:[0, 1]. Expand the dynamic range from [lo, hi] to [0, 1]. float **fit** ( float x, float a1, float b1, float a2, float b2 ) Linear remapping of :math:[a1..x..b1] to :math:[a2..x..b2] Linear remapping of [a1..x..b1] to [a2..x..b2] float **gamma** ( float x, float g) :math:pow(x, 1/g) pow(x, 1/g) float **invert** ( float x ) Invert the value.  Defined as :math:1 - x. Invert the value.  Defined as 1 - x. color **hsi** ( color x, float h, float s, float i, float map=1 ) The hsi function shifts the hue by :math:h (in degrees) and scales thesaturation and intensity by :math:s and :math:i The hsi function shifts the hue by h (in degrees) and scales thesaturation and intensity by s and i respectively.  A map may be supplied which will control the shift - the full shift will happen when the map is one and no shift will happen when the map is zero. ... ... @@ -284,27 +284,27 @@ Color, Masking, and Remapping Functions color **hsltorgb** ( color hsl ) color **rgbtohsl** ( color rgb ) RGB to HSL color space conversion. HSL is Hue, Saturation, Lightness (all in range :math:[0, 1]). HSL is Hue, Saturation, Lightness (all in range [0, 1]). These functions have also been extended to support RGB and HSL values outside of the range *[0, 1]* in a reasonable way.  For any RGB or HSL outside of the range [0, 1] in a reasonable way.  For any RGB or HSL value (except for negative values), the conversion is well-defined and reversible. color **midhsi** ( color x, float h, float s, float i, float map, float falloff=1, int interp=0 ) The midhsi function is just like the hsi function except that the control map is centered around the mid point (value of :math:0.5) and can control map is centered around the mid point (value of 0.5) and can scale the shift in both directions. At the mid point, no shift happens.  At :math:1.0, the full shift happens, and at :math:0.0, the full happens.  At *1.0*, the full shift happens, and at 0.0, the full inverse shift happens.  Additional falloff and interp controls are provided to adjust the map using the remap function.  The default falloff and interp values result in no remapping. float **mix** ( float a, float b, float alpha ) Blend of a and b according to alpha.  Defined as :math:a*(1-alpha) +b*alpha. a*(1-alpha) +b*alpha. float **remap** ( float x, float source, float range, float falloff, int interp ) General remapping function.  When :math:x is within :math:\pm range of source, General remapping function.  When x is within ± range of source, the result is one.  The result falls to zero beyond that range over falloff distance.  The falloff shape is controlled by interp. ... ... @@ -379,12 +379,12 @@ Noise Functions pnoise outputs periodic noise. snoise and snoise4 output signed noise with range :math:[-1, 1]. snoise and snoise4 output signed noise with range [-1, 1]. vnoise outputs signed vector noise. float **rand** ( [float min, float max], [float seed] ) Random number between *[min, max]* (or *[0, 1]* if unspecified). Random number between [min, max] (or [0, 1] if unspecified). If a seed is supplied, it will be used in addition to the internal seeds and may be used to create multiple distinct generators. ... ... @@ -425,12 +425,12 @@ Selection Functions float **choose** ( float index, float choice1, float choice2, [...] ) Chooses one of the supplied choices based on the index (assumed to be in range :math:[0, 1]). in range [0, 1]). int **cycle** ( int index, int loRange, int hiRange ) Cycles through values between loRange and hiRange based on supplied index.  This is an offset mod function.  The result is computed as :math:loRange + value % (hiRange-loRange+1). loRange + value % (hiRange-loRange+1). int **pick** ( float index, int loRange, int hiRange, [ float weights, ... ] ) Picks values randomly between loRange and hiRange based on supplied ... ... @@ -440,7 +440,7 @@ Selection Functions float **wchoose** ( float index, float choice1, float weight1, float choice2, float weight2, [...] ) Chooses one of the supplied choices based on the index (assumed to be in range :math:[0, 1]). The values will be distributed according to in range [0, 1]). The values will be distributed according to the supplied weights. .. hint:: ... ... @@ -493,7 +493,7 @@ General Mathematical Constants and Functions Next lower integer. float **fmod** ( float x, float y ) Remainder of :math:x / y. Remainder of x / y. .. note:: Also available as the % operator. ... ... @@ -554,10 +554,10 @@ Trigonometry Functions Arc tangent in degrees. float **atan2** ( float y, float x) Arc tangent of :math:y/x between :math:-\pi and :math:\pi. Arc tangent of y/x between -PI and PI. float **atan2d** ( float y, float x ) Arc tangent in degrees of :math:y/x between :math:-180º and :math:180º. Arc tangent in degrees of y/x between -180º and 180º. float **atanh** ( float x ) Hyperbolic arc tangent. ... ... @@ -575,7 +575,7 @@ Trigonometry Functions Radians to degrees. float **hypot** ( float x, float y ) Length of 2D vector :math:[x, y]. Length of 2D vector [x, y]. float **rad** ( float x ) Degrees to radians. ... ... @@ -638,7 +638,7 @@ Vector Support *Vectors* (points, colors, or 3D vectors) may be intermixed with *scalars* (simple floating point values).  If a scalar is used in a vector context, it is replicated into the three components, e.g. :math:0.5 becomes :math:[0.5, 0.5, 0.5]. replicated into the three components, e.g. 0.5 becomes [0.5, 0.5, 0.5]. If a vector is used in a scalar context, only the first component is used. One of the benefits of this is that all the functions that are defined ... ... @@ -689,7 +689,7 @@ by the following functions. float **spline** ( float param, float y1, float y2, float y3, float y4, [...] ) Interpolates a set of values to the parameter specified where y1, ..., yn are distributed evenly from :math:[0, 1]. y1, ..., yn are distributed evenly from [0, 1]. ************** Custom Plugins ... ...
 ... ... @@ -114,7 +114,7 @@ color variables are defined by a triplet of numbers known as a *vector*. We'll start by defining the $color variable and giving it a value. Go to the text box, and clear it if it has any text. Then, define and set $color to something like :math:[0.5, 0.5, 1] Then, define and set $color to something like [0.5, 0.5, 1] (half lit red, half lit green, fully lit blue)::$color = [0.5, 0.5, 1]; ... ...
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