0.0? smoothstep(0.0, 1.0, -1.0) smoothstep(0.0, 1.0, -0.5) smoothstep(0.0, 1.0, 0.0) smoothstep(0.0, 1.0, 0.5) smoothstep(0.0, 1.0, 1.0) 1.0? smoothstep(0.0, 1.0, 1.0) smoothstep(0.0, 1.0, 0.5) smoothstep(0.0, 1.0, 0.0) smoothstep(0.0, 1.0, -0.5) smoothstep(0.0, 1.0, -1.0) t = 0, 1, 2, which ones will be aliases of (i.e. have the same sampled values as) Math.sin(t * Math.PI)? Math.sin(2 * t * Math.PI) Math.sin(-t * Math.PI) 0 * t 1 * t Math.cos(t * Math.PI) v at the current pixel is 1.0 and the value of v at the pixel on the left is -1.0, on the right is 3.0, above the pixel is -2.0 and below the pixel is 4.0, which of the following are possible values of dFdx(v)? Assume the pixel to the left of the current pixel has a smaller x value. 2.0 -2.0 3.0 -1.0 0.0 v at the current pixel is 1.0 and the value of v at the pixel on the left is -1.0, on the right is 3.0, above the pixel is -2.0 and below the pixel is 4.0, which of the following are possible values of dFdy(v)? Assume the pixel above the current pixel has a smaller y value. 3.0 -3.0 -2.0 4.0 0.0 dFdx(v) is 2.0 and dFdy(v) is -2.0, what is fwidth(v)? 4.0 0.0 2.0 sqrt(8.0) 1.0 lp = vec3(1.0, 1.0, 1.0) in the scene coordinates to the camera coordinates in the vertex shaders (so that the light does not move with the camera)? vec3(viewMatrix * vec4(lp, 1.0)), there is no need to multiply modelMatrix since the transformation for the vertices does not apply to the light position. vec3(viewMatrix * vec4(lp, 1.0)) viewMatrix * lp normalMatrix * lp vec3(projectionMatrix * viewMatrix * vec4(lp, 1.0)) projectionMatrix * viewMatrix * lp 1.0 in the shader? step(t, x) means x < t ? 0.0 : 1.0. step(0.0, 0.5) step(0.25, 0.5) step(0.5, 0.5) step(0.75, 0.5) step(1.0, 0.5) Last Updated: September 11, 2025 at 10:55 PM