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)
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Summary
Enter two vectors and a t value (0–1) to compute the linearly interpolated result in 2D or 3D.
How it works
- Select whether you are working with 2D (X, Y) or 3D (X, Y, Z) vectors.
- Enter the components of the start vector A.
- Enter the components of the end vector B.
- Enter the interpolation factor t (0 = fully at A, 1 = fully at B, 0.5 = midpoint).
- Click Calculate or adjust the t slider to see the interpolated vector update in real time.
- 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