Step
Task
Write a shader that splits the screen into two parts: the left half should be black and the right half should be red. The shader should work for any screen resolution. To achieve this, consider using the uv coordinates to control the position of the split.
Requirements
The shader should avoid using branching or conditional statements in its code, and instead rely on the step function to determine the color of each pixel.
Theory
The step is a threshold function. It returns 0.0 if the passed x value is less than the edge threshold value, otherwise it returns 1.0.
Function Signature
float step(float edge, float x)
How It Works
Here's a breakdown of how the step function works:
- If
x < edge, the function returns0.0. - If
x >= edge, the function returns1.0.
Practical Applications
This function is commonly used in shaders to create step-like effects, such as creating sharp transitions or defining regions based on a threshold value.
Example Usage
Let's look at an example of how the Step function can be used in GLSL shaders:
float edge = 0.5;
float x = 0.3;
float result = step(edge, x); // will return 0.0 since `x` < `edge`