float cosh(float val) { float tmp = exp(val); float cosH = (tmp + 1.0 / tmp) / 2.0; return cosH; } float sinh(float val) { float tmp = exp(val); float sinH = (tmp - 1.0 / tmp) / 2.0; return sinH; } vec2 cmul(vec2 a, vec2 b) { return vec2(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x); } vec2 cdiv(vec2 a, vec2 b) { float denominator = b.x * b.x + b.y * b.y; if (denominator == 0.) return a; return cmul(a, vec2(b.x, -b.y)) / denominator; } vec2 csin(vec2 a) { return vec2(sin(a.x) * cosh(a.y), cos(a.x) * sinh(a.y)); } vec2 ccos(vec2 a) { return vec2(cos(a.x) * cosh(a.y), -sin(a.x) * sinh(a.y)); } vec2 ctan(vec2 a) { return cdiv(csin(a), ccos(a)); } vec2 cpow(vec2 z, int n) { vec2 res = z; for (int i = 0; i < 20; i++) { if (i >= n - 1) break; res = cmul(z, res); } return res; } vec2 cexp(vec2 z) { return exp(z.x) * vec2(cos(z.y), sin(z.y)); }