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danromeo

HLSL lerp exponential curve??

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Hiya.

Output.Color=lerp(tex2D(TextureSampler1, PSIn.TextureCoords), tex2D(TextureSampler2, PSIn.TextureCoords), DistanceFromCenter);

How can I make the lerp occur on an exponential curve? So that the change is more gradual near the center, and more drastic further away, or vice versa?

Thanks a lot.

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You can use pow(x,exp) for this.

Like this:

Output.Color=lerp(tex2D(TextureSampler1, PSIn.TextureCoords), tex2D(TextureSampler2, PSIn.TextureCoords), pow(DistanceFromCenter,2));

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