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Godot-Shader-Lib/documentation/Nodes/Maths/Scalar/SmoothMax.md

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2024-07-03 00:20:02 +05:30
# SmoothMax node
Returns the maximum value between A and B, but smooths out the intersections of A and B based on T. T is the smoothing value if passed 0 function will act as a standard max(), if negative value is passed it will act as <b><i>[SmoothMin node](/documentation/Nodes/Maths/Scalar/SmoothMin.md)</b></i>.
<hr>
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|a|float|none|Input A|
|b|float|none|Input B|
|t|float|none|Smoothing input|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|op|float|None|Smooth maximum between A and B|
**ShaderInc location**
<br>`res://addons/ShaderLib/Maths/Scalar/SmoothMax.gdshaderinc`
**Method signature**
<br>`float smoothmax(float a, float b, float t)`
**Parameters**
|Name|Type|Description|
|---|---|---|
|a|float|Input A|
|b|float|Input B|
|t|float|Smoothing input|
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