Vector Lerp Calculator

Enter two vectors and a t value (0–1) to compute the linearly interpolated result in 2D or 3D.

Inputs

X
Y
Z
X
Y
Z
0 (= A) 0.5 (midpoint) 1 (= B)

Result — lerp(A, B, t)

X 5
Y 5
Z 5
Code Output

            

Interpolation Position

A (t=0) t = 0.5 B (t=1)
Copied!

Summary

Enter two vectors and a t value (0–1) to compute the linearly interpolated result in 2D or 3D.

How it works

  1. Select whether you are working with 2D (X, Y) or 3D (X, Y, Z) vectors.
  2. Enter the components of the start vector A.
  3. Enter the components of the end vector B.
  4. Enter the interpolation factor t (0 = fully at A, 1 = fully at B, 0.5 = midpoint).
  5. Click Calculate or adjust the t slider to see the interpolated vector update in real time.
  6. Copy the result for use in your game engine or shader code.

Use cases

  • Smooth character movement between two waypoints in a game.
  • Animating a camera glide from one position to another.
  • Blending between two bone positions in skeletal animation.
  • Calculating midpoints or fractional positions for pathfinding.
  • Smoothly transitioning UI element positions on screen.
  • Interpolating light positions or colors in a scene.
  • Quick sanity-checking lerp math during shader development.
  • Teaching linear interpolation concepts in game-dev courses.

Frequently Asked Questions

Last updated: 2026-06-09 · Reviewed by Nham Vu