3.10 Discontinuities
There are several functions which “clamp” their inputs in various ways, i.e.
potentially lose some information in their inputs and introduce discontinuities.
These are documented in Tables 3.21, 3.22, and 3.23. The first set of functions
are sharp discontinuities, the second supports smoothed discontinuities, as
required in shaders for antialiasing. The smoothed version of a function typically
has smooth in front of the name and an extra parameter for setting the width of
the transition region.
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