Castor3D  0.11.0
Multiplatform 3D engine
castor3d::shader::Utils Liste des membres

Liste complète des membres de castor3d::shader::Utils, y compris les membres hérités :

applyAlphaFunc(VkCompareOp alphaFunc, sdw::Float &alpha, sdw::Float const &alphaRef) constcastor3d::shader::Utils
applyGamma(sdw::Float const &gamma, sdw::Vec3 const &HDR) constcastor3d::shader::Utils
calcTexCoord(sdw::Vec2 const &renderPos, sdw::Vec2 const &renderSize) constcastor3d::shader::Utils
calcVSPosition(sdw::Vec2 const &uv, sdw::Float const &depth, sdw::Mat4 const &invProj) constcastor3d::shader::Utils
calcWSPosition(sdw::Vec2 const &uv, sdw::Float const &depth, sdw::Mat4 const &invViewProj) constcastor3d::shader::Utils
computeAccumulation(sdw::Float const &depth, sdw::Vec3 const &colour, sdw::Float const &alpha, sdw::Float const &nearPlane, sdw::Float const &farPlane, sdw::Float const &accumulationOperator)castor3d::shader::Utils
computeColourMapContribution(TextureFlagsArray const &flags, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 const &texCoords, sdw::Vec3 &colour)castor3d::shader::Utils
computeCommonMapContribution(TextureFlags const &textureFlags, PassFlags const &passFlags, std::string const &name, shader::TextureConfigData const &config, sdw::SampledImage2DRgba32 const &map, sdw::Float const &gamma, sdw::Vec3 const &texCoords, sdw::Vec3 &normal, sdw::Vec3 &tangent, sdw::Vec3 &bitangent, sdw::Vec3 &emissive, sdw::Float &opacity, sdw::Float &occlusion, sdw::Float &transmittance, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition)castor3d::shader::Utils
computeCommonMapsContributions(TextureFlagsArray const &flags, PassFlags const &passFlags, sdw::Float const &gamma, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 const &texCoords, sdw::Vec3 &normal, sdw::Vec3 &tangent, sdw::Vec3 &bitangent, sdw::Vec3 &emissive, sdw::Float &opacity, sdw::Float &occlusion, sdw::Float &transmittance, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition)castor3d::shader::Utils
computeCommonMapVoxelContribution(TextureFlags const &textureFlags, PassFlags const &passFlags, std::string const &name, shader::TextureConfigData const &config, sdw::SampledImage2DRgba32 const &map, sdw::Float const &gamma, sdw::Vec3 const &texCoords, sdw::Vec3 &emissive, sdw::Float &opacity, sdw::Float &occlusion)castor3d::shader::Utils
computeGeometryMapContribution(TextureFlags const &textureFlags, PassFlags const &passFlags, std::string const &name, shader::TextureConfigData const &config, sdw::SampledImage2DRgba32 const &map, sdw::Vec3 const &texCoords, sdw::Float &opacity, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition)castor3d::shader::Utils
computeGeometryMapsContributions(TextureFlagsArray const &flags, PassFlags const &passFlags, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 const &cameraPosition, sdw::Float &opacity, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition)castor3d::shader::Utils
computeHeightMapContribution(TextureFlagsArray const &flags, PassFlags const &passFlags, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Vec3 const &tangentSpaceViewPosition, sdw::Vec3 const &tangentSpaceFragPosition, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 &texCoords)castor3d::shader::Utils
computeMetallicIBL(Surface surface, sdw::Vec3 const &albedo, sdw::Float const &metalness, sdw::Float const &roughness, sdw::Vec3 const &worldEye, sdw::SampledImageCubeRgba32 const &irradiance, sdw::SampledImageCubeRgba32 const &prefiltered, sdw::SampledImage2DRgba32 const &brdf) constcastor3d::shader::Utils
computeNormalMapContribution(TextureFlagsArray const &flags, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Vec3 &normal, sdw::Vec3 &tangent, sdw::Vec3 &bitangent, sdw::Vec3 &tangentSpaceViewPosition, sdw::Vec3 &tangentSpaceFragPosition, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 &texCoords)castor3d::shader::Utils
computeOpacityMapContribution(TextureFlagsArray const &flags, TextureConfigurations const &textureConfigs, sdw::Array< sdw::UVec4 > const &textureConfig, sdw::Array< sdw::SampledImage2DRgba32 > const &maps, sdw::Vec3 const &texCoords, sdw::Float &opacity)castor3d::shader::Utils
computeSpecularIBL(Surface surface, sdw::Vec3 const &diffuse, sdw::Vec3 const &specular, sdw::Float const &glossiness, sdw::Vec3 const &worldEye, sdw::SampledImageCubeRgba32 const &irradiance, sdw::SampledImageCubeRgba32 const &prefiltered, sdw::SampledImage2DRgba32 const &brdf) constcastor3d::shader::Utils
declareApplyGamma()castor3d::shader::Utils
declareCalcTexCoord()castor3d::shader::Utils
declareCalcVSPosition()castor3d::shader::Utils
declareCalcWSPosition()castor3d::shader::Utils
declareComputeAccumulation()castor3d::shader::Utils
declareComputeIBL()castor3d::shader::Utils
declareDecodeColor()castor3d::shader::Utils
declareDecodeMaterial()castor3d::shader::Utils
declareDecodeNormal()castor3d::shader::Utils
declareDecodeReceiver()castor3d::shader::Utils
declareEncodeColor()castor3d::shader::Utils
declareEncodeMaterial()castor3d::shader::Utils
declareEncodeNormal()castor3d::shader::Utils
declareFlatten()castor3d::shader::Utils
declareFresnelSchlick()castor3d::shader::Utils
declareGetMapNormal()castor3d::shader::Utils
declareInvertVec2Y()castor3d::shader::Utils
declareInvertVec3Y()castor3d::shader::Utils
declareInvertVec4Y()castor3d::shader::Utils
declareIsSaturated()castor3d::shader::Utils
declareIsSaturatedImg()castor3d::shader::Utils
declareLineariseDepth()castor3d::shader::Utils
declareNegateVec2Y()castor3d::shader::Utils
declareNegateVec3Y()castor3d::shader::Utils
declareNegateVec4Y()castor3d::shader::Utils
declareParallaxMappingFunc(PipelineFlags const &flags)castor3d::shader::Utils
declareParallaxShadowFunc(PipelineFlags const &flags)castor3d::shader::Utils
declareRemoveGamma()castor3d::shader::Utils
declareUnflatten()castor3d::shader::Utils
decodeColor(sdw::UInt const &colorMask) constcastor3d::shader::Utils
decodeMaterial(sdw::Float const &encoded, sdw::Int const &receiver, sdw::Int const &reflection, sdw::Int const &refraction, sdw::Int const &envMapIndex) constcastor3d::shader::Utils
decodeNormal(sdw::UInt const &normalMask) constcastor3d::shader::Utils
decodeReceiver(sdw::Int &encoded, sdw::Int const &receiver) constcastor3d::shader::Utils
encodeColor(sdw::Vec4 const &color) constcastor3d::shader::Utils
encodeMaterial(sdw::Int const &receiver, sdw::Int const &reflection, sdw::Int const &refraction, sdw::Int const &envMapIndex, sdw::Float const &encoded) constcastor3d::shader::Utils
encodeNormal(sdw::Vec3 const &normal) constcastor3d::shader::Utils
flatten(sdw::UVec3 const &p, sdw::UVec3 const &dim) constcastor3d::shader::Utils
fresnelSchlick(sdw::Float const &product, sdw::Vec3 const &f0, sdw::Float const &roughness) constcastor3d::shader::Utils
getMapNormal(sdw::Vec2 const &uv, sdw::Vec3 const &normal, sdw::Vec3 const &position) constcastor3d::shader::Utils
getTBN(sdw::Vec3 const &normal, sdw::Vec3 const &tangent, sdw::Vec3 const &bitangent)castor3d::shader::Utilsstatic
isSaturated(sdw::Vec3 const &p) constcastor3d::shader::Utils
isSaturated(sdw::IVec3 const &p, sdw::Int const &imax) constcastor3d::shader::Utils
lineariseDepth(sdw::Float const &depth, sdw::Float const &nearPlane, sdw::Float const &farPlane) constcastor3d::shader::Utils
MaxIblReflectionLodcastor3d::shader::Utilsstatic
negateTopDownToBottomUp(sdw::Vec2 const &texCoord) constcastor3d::shader::Utils
negateTopDownToBottomUp(sdw::Vec3 const &texCoord) constcastor3d::shader::Utils
negateTopDownToBottomUp(sdw::Vec4 const &texCoord) constcastor3d::shader::Utils
parallaxMapping(sdw::Vec2 const &texCoords, sdw::Vec3 const &viewDir, sdw::SampledImage2DRgba32 const &heightMap, TextureConfigData const &textureConfig)castor3d::shader::Utils
removeGamma(sdw::Float const &gamma, sdw::Vec3 const &sRGB) constcastor3d::shader::Utils
topDownToBottomUp(sdw::Vec2 const &texCoord) constcastor3d::shader::Utils
topDownToBottomUp(sdw::Vec3 const &texCoord) constcastor3d::shader::Utils
topDownToBottomUp(sdw::Vec4 const &texCoord) constcastor3d::shader::Utils
unflatten(sdw::UInt const &p, sdw::UVec3 const &dim) constcastor3d::shader::Utils
Utils(sdw::ShaderWriter &writer)castor3d::shader::Utilsexplicit