<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Sdf on Feynman's Blog</title><link>/en/tags/sdf/</link><description>Recent content in Sdf on Feynman's Blog</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Tue, 25 Aug 2026 12:00:00 +0800</lastBuildDate><atom:link href="/en/tags/sdf/index.xml" rel="self" type="application/rss+xml"/><item><title>11 | GLSL Math Functions</title><link>/en/posts/threejs-glsl-math/</link><pubDate>Tue, 25 Aug 2026 12:00:00 +0800</pubDate><guid>/en/posts/threejs-glsl-math/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;Last lesson covered GLSL basics and ShaderMaterial data channels. This lesson dives deep into math functions — mix / step / smoothstep for gradients and boundaries, sin / cos for waves, dot / cross for lighting and Fresnel, fract / mod for repeating patterns. These functions form the core toolchain from &amp;ldquo;a UV coordinate&amp;rdquo; to &amp;ldquo;a final image&amp;rdquo;.&lt;/p&gt;

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&lt;h2 id="01-learning-objectives"&gt;01 Learning Objectives&lt;/h2&gt;
&lt;p&gt;This lesson focuses on practical applications of GLSL math functions:&lt;/p&gt;</description></item></channel></rss>