I wanted to know of the interpolators common in shaders today clamp their interpolant values?
the interpolant P on the three vertices are (p0, p1, p2).
if the barycentric coordinates are (u, v, 1.0 - u - v)
and the result interpolant P is
P = u * p0 + v * p1 + (1.0 - u - v) * p2
should P be clamped?
the interpolant P on the three vertices are (p0, p1, p2).
if the barycentric coordinates are (u, v, 1.0 - u - v)
and the result interpolant P is
P = u * p0 + v * p1 + (1.0 - u - v) * p2
should P be clamped?