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WasmGPU.math.vec3.refract

Summary

WasmGPU.math.vec3.refract computes refraction direction from incident and normal vectors with an index ratio. Use it for transmission effects and optics-style vector updates.

Syntax

WasmGPU.math.vec3.refract(v1: number[], v2: number[], refractiveIndex: number): number[]
const result = wgpu.math.vec3.refract(v1, v2, refractiveIndex);

Precision-Specific Wasm Forms

WasmGPU.math.vec3f.refract(out: WasmPtr, a: WasmPtr, b: WasmPtr, refractiveIndex: number): void
WasmGPU.math.vec3d.refract(out: WasmPtr, a: WasmPtr, b: WasmPtr, refractiveIndex: number): void

These forms use caller-owned pointers to 3-element vector blocks in WasmGPU driver memory: binary32 for vec3f and binary64 for vec3d. Methods with an output pointer write that block instead of allocating a JavaScript array. See WasmGPU.math for allocation, views, aliasing, and release requirements.

Parameters

Name Type Required Description
v1 number[] Yes First vector input as [x, y, z].
v2 number[] Yes Second vector input as [x, y, z].
refractiveIndex number Yes Relative refractive index ratio (n1 / n2) used for refraction.

Returns

number[] - New 3D vector as [x, y, z].

Type Details

type Vec3 = number[]; // expected length: 3 ([x, y, z])

Example

const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);

const v1 = [1, -1, 0.5];
const v2 = [0, 1, 0];
const refractiveIndex = 1.33;
const result = wgpu.math.vec3.refract(v1, v2, refractiveIndex);
console.log(result);

See Also