Castor3D 0.16.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::shader::Utils, including all inherited members.
applyGamma(sdw::Float const gamma, sdw::Vec3 const HDR) | castor3d::shader::Utils | |
beer(sdw::Float const d) | castor3d::shader::Utils | |
calcTexCoord(sdw::Vec2 const renderPos, sdw::Vec2 const renderSize) | castor3d::shader::Utils | |
calcVSPosition(sdw::Vec2 const &uv, sdw::Float const &depth, sdw::Mat4 const &invProj) | castor3d::shader::Utils | |
calcWSPosition(sdw::Vec2 const &uv, sdw::Float const &depth, sdw::Mat4 const &invViewProj) | castor3d::shader::Utils | |
clipToScreen(sdw::Vec4 const &in) | castor3d::shader::Utils | |
computeAccumulation(sdw::Float const &depth, sdw::Vec3 const &colour, sdw::Float const &alpha, sdw::Float const &nearPlane, sdw::Float const &farPlane, sdw::UInt const &accumulationOperator) | castor3d::shader::Utils | |
computeF0(sdw::Float const &ior) | castor3d::shader::Utils | static |
conductorFresnel(sdw::Float const &product, sdw::Float const &f0, sdw::Float const &f90) | castor3d::shader::Utils | |
conductorFresnel(sdw::Float const &product, sdw::Float const &f0) | castor3d::shader::Utils | |
conductorFresnel(sdw::Float const &product, sdw::Vec3 const &f0, sdw::Vec3 const &f90) | castor3d::shader::Utils | |
conductorFresnel(sdw::Float const &product, sdw::Vec3 const &f0) | castor3d::shader::Utils | |
conductorFresnel(DerivFloat const &product, sdw::Vec3 const &f0, sdw::Vec3 const &f90) | castor3d::shader::Utils | |
conductorFresnel(DerivFloat const &product, sdw::Vec3 const &f0) | castor3d::shader::Utils | |
decodeColor(sdw::UInt const &colorMask) | castor3d::shader::Utils | |
decodeNormal(sdw::UInt const &normalMask) | castor3d::shader::Utils | |
distanceSquared(sdw::Vec2 const A, sdw::Vec2 const &B) | castor3d::shader::Utils | |
distanceSquared(sdw::Vec3 const A, sdw::Vec3 const &B) | castor3d::shader::Utils | |
encodeColor(sdw::Vec4 const &color) | castor3d::shader::Utils | |
encodeFloatRGBA(sdw::Float const &v) | castor3d::shader::Utils | |
encodeNormal(sdw::Vec3 const &normal) | castor3d::shader::Utils | |
evalIridescence(sdw::Float const &outsideIOR, sdw::Float const &eta2, sdw::Float const &cosTheta1, sdw::Float const &thinFilmThickness, sdw::Vec3 const &baseF0) | castor3d::shader::Utils | |
evalSensitivity(sdw::Float const &OPD, sdw::Vec3 const &shift) | castor3d::shader::Utils | |
flatten(sdw::UVec3 const &p, sdw::UVec3 const &dim) | castor3d::shader::Utils | |
fresnel0ToIor(sdw::Vec3 const &fresnel0) | castor3d::shader::Utils | |
fresnelMix(sdw::Float const &VdotH, sdw::Float const &refractionRatio) | castor3d::shader::Utils | |
fresnelMix(sdw::Vec3 const &incident, sdw::Vec3 const &normal, sdw::Float const &refractionRatio) | castor3d::shader::Utils | |
fresnelToF0(sdw::Vec3 const &fresnel, sdw::Float const &VdotH) | castor3d::shader::Utils | |
getMapNormal(sdw::Vec2 const &uv, sdw::Vec3 const &normal, sdw::Vec3 const &position) | castor3d::shader::Utils | |
getTBN(sdw::Vec3 const &normal, sdw::Vec3 const &tangent, sdw::Vec3 const &bitangent) | castor3d::shader::Utils | static |
iorToFresnel0(sdw::Float const &transmittedIor, sdw::Float const &incidentIor) | castor3d::shader::Utils | |
iorToFresnel0(sdw::Vec3 const &transmittedIor, sdw::Float const &incidentIor) | castor3d::shader::Utils | |
isSaturated(sdw::Vec3 const &p) | castor3d::shader::Utils | |
isSaturated(sdw::IVec3 const &p, sdw::Int const &imax) | castor3d::shader::Utils | |
lineariseDepth(sdw::Float const &depth, sdw::Float const &nearPlane, sdw::Float const &farPlane) const | castor3d::shader::Utils | |
negateTopDownToBottomUp(sdw::Vec2 const texCoord) | castor3d::shader::Utils | |
negateTopDownToBottomUp(sdw::Vec3 const texCoord) | castor3d::shader::Utils | |
negateTopDownToBottomUp(sdw::Vec4 const texCoord) | castor3d::shader::Utils | |
powder(sdw::Float const d) | castor3d::shader::Utils | |
powder(sdw::Float const d, sdw::Float const cosTheta) | castor3d::shader::Utils | |
reconstructCSZ(sdw::Float const &depth, sdw::Vec3 const clipInfo) | castor3d::shader::Utils | |
reconstructNormal(sdw::Vec2 const &normal) | castor3d::shader::Utils | static |
reconstructNormal(sdw::Float const &normalX, sdw::Float const &normalY) | castor3d::shader::Utils | static |
remap(sdw::Float const originalValue, sdw::Float const originalMin, sdw::Float const originalMax, sdw::Float const newMin, sdw::Float const newMax) | castor3d::shader::Utils | |
removeGamma(sdw::Float const gamma, sdw::Vec3 const sRGB) | castor3d::shader::Utils | |
rescaleDepth(sdw::Float const &depth, sdw::Float const &nearPlane, sdw::Float const &farPlane) | castor3d::shader::Utils | |
sampleMap(sdw::CombinedImage2DRgba32 const map, sdw::Vec2 const texCoords) | castor3d::shader::Utils | |
sampleMap(sdw::CombinedImage2DRgba32 const map, sdw::Vec3 const texCoords) | castor3d::shader::Utils | |
sampleMap(sdw::CombinedImage2DRgba32 const map, sdw::Vec2 const texCoords, sdw::Float const lod) | castor3d::shader::Utils | |
sampleMap(sdw::CombinedImage2DRgba32 const map, sdw::Vec3 const texCoords, sdw::Float const lod) | castor3d::shader::Utils | |
sampleMap(sdw::CombinedImage2DRgba32 const map, DerivTex const texCoords) | castor3d::shader::Utils | |
saturate(sdw::Float const v) | castor3d::shader::Utils | |
saturate(sdw::Vec3 const v) | castor3d::shader::Utils | |
swap(sdw::Float const A, sdw::Float const &B) | castor3d::shader::Utils | |
threshold(sdw::Float const v, sdw::Float const t) | castor3d::shader::Utils | |
topDownToBottomUp(sdw::Vec2 const texCoord) | castor3d::shader::Utils | |
topDownToBottomUp(sdw::Vec3 const texCoord) | castor3d::shader::Utils | |
topDownToBottomUp(sdw::Vec4 const texCoord) | castor3d::shader::Utils | |
transformUV(TextureConfigData const &config, TextureTransformData const &anim, sdw::Vec2 const uv) | castor3d::shader::Utils | |
transformUVW(TextureConfigData const &config, TextureTransformData const &anim, sdw::Vec3 const uv) | castor3d::shader::Utils | |
unflatten(sdw::UInt const &p, sdw::UVec3 const &dim) | castor3d::shader::Utils | |
Utils(sdw::ShaderWriter &writer) | castor3d::shader::Utils | explicit |