Castor3D 0.16.0
Multiplatform 3D engine
castor3d::shader::Utils Member List

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::Utilsstatic
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::Utilsstatic
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) constcastor3d::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::Utilsstatic
reconstructNormal(sdw::Float const &normalX, sdw::Float const &normalY)castor3d::shader::Utilsstatic
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::Utilsexplicit