Shader programming leans on a lot of maths to get things done, so much so that most of the code you'll write deals only with numbers.
That's OK though! Often the math is deceptively simple, or you can copy/paste the hard bits from kind folks online such as Íñigo Quílez until it gets easier. Before you know it you'll be running circles around Linear Algebra without even needing to know what Linear Algebra is.
Finding the Midpoint
In addition to colors, vectors can also be used to store positions, like we can see in the example on the left.
The midpoint is just the average of two values, e.g.:
(x1 + x2) / 2
To calculate the midpoint of a vector, you just have to calculate the midpoint of each of its values:
vec2((p1.x + p2.x) / 2.0, (p1.y + p2.y) / 2.0);
That's a little verbose though. Can we make it shorter?
Piecewise Operations
You can treat vectors a little like normal numbers: they can be added, multiplied, divided and subtracted just the same in GLSL!
p1 + p2 == vec2(p1.x + p2.x, p1.y + p2.y)
p1 - p2 == vec2(p1.x - p2.x, p1.y - p2.y)
p1 * p2 == vec2(p1.x * p2.x, p1.y * p2.y)
p1 / p2 == vec2(p1.x / p2.x, p1.y / p2.y)
This is called a piecewise operation, because it is applied to each piece of the vector individually.
You can even apply a piecewise operation to a vector using float
, e.g.:
p1 + 1.0 == vec2(p1.x + 1.0, p2.x + 1.0)
p1 - 1.0 == vec2(p1.x - 1.0, p2.x - 1.0)
p1 * 5.0 == vec2(p1.x * 5.0, p2.x * 5.0)
p1 / 5.0 == vec2(p1.x / 5.0, p2.x / 5.0)
The rest, I'll leave up to you...