Castor3D
0.11.0
Multiplatform 3D engine
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Fonctions membres publiques | |
C3D_API | Utils (sdw::ShaderWriter &writer) |
C3D_API void | declareCalcTexCoord () |
C3D_API void | declareCalcVSPosition () |
C3D_API void | declareCalcWSPosition () |
C3D_API void | declareApplyGamma () |
C3D_API void | declareRemoveGamma () |
C3D_API void | declareLineariseDepth () |
C3D_API void | declareGetMapNormal () |
C3D_API void | declareComputeAccumulation () |
C3D_API void | declareFresnelSchlick () |
C3D_API void | declareComputeIBL () |
C3D_API void | declareInvertVec2Y () |
C3D_API void | declareInvertVec3Y () |
C3D_API void | declareInvertVec4Y () |
C3D_API void | declareNegateVec2Y () |
C3D_API void | declareNegateVec3Y () |
C3D_API void | declareNegateVec4Y () |
C3D_API void | declareEncodeMaterial () |
C3D_API void | declareDecodeMaterial () |
C3D_API void | declareDecodeReceiver () |
C3D_API void | declareParallaxMappingFunc (PipelineFlags const &flags) |
C3D_API void | declareParallaxShadowFunc (PipelineFlags const &flags) |
C3D_API void | declareIsSaturated () |
C3D_API void | declareEncodeColor () |
C3D_API void | declareEncodeNormal () |
C3D_API void | declareDecodeColor () |
C3D_API void | declareDecodeNormal () |
C3D_API void | declareFlatten () |
C3D_API void | declareUnflatten () |
C3D_API void | declareIsSaturatedImg () |
C3D_API sdw::Vec2 | topDownToBottomUp (sdw::Vec2 const &texCoord) const |
C3D_API sdw::Vec3 | topDownToBottomUp (sdw::Vec3 const &texCoord) const |
C3D_API sdw::Vec4 | topDownToBottomUp (sdw::Vec4 const &texCoord) const |
C3D_API sdw::Vec2 | negateTopDownToBottomUp (sdw::Vec2 const &texCoord) const |
C3D_API sdw::Vec3 | negateTopDownToBottomUp (sdw::Vec3 const &texCoord) const |
C3D_API sdw::Vec4 | negateTopDownToBottomUp (sdw::Vec4 const &texCoord) const |
C3D_API sdw::Vec2 | calcTexCoord (sdw::Vec2 const &renderPos, sdw::Vec2 const &renderSize) const |
C3D_API sdw::Vec3 | calcVSPosition (sdw::Vec2 const &uv, sdw::Float const &depth, sdw::Mat4 const &invProj) const |
C3D_API sdw::Vec3 | calcWSPosition (sdw::Vec2 const &uv, sdw::Float const &depth, sdw::Mat4 const &invViewProj) const |
C3D_API sdw::Vec3 | applyGamma (sdw::Float const &gamma, sdw::Vec3 const &HDR) const |
C3D_API sdw::Vec3 | removeGamma (sdw::Float const &gamma, sdw::Vec3 const &sRGB) const |
C3D_API sdw::Vec3 | getMapNormal (sdw::Vec2 const &uv, sdw::Vec3 const &normal, sdw::Vec3 const &position) const |
C3D_API sdw::Float | lineariseDepth (sdw::Float const &depth, sdw::Float const &nearPlane, sdw::Float const &farPlane) const |
C3D_API sdw::Vec4 | 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) |
C3D_API sdw::Vec3 | fresnelSchlick (sdw::Float const &product, sdw::Vec3 const &f0, sdw::Float const &roughness) const |
C3D_API sdw::Vec3 | 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) const |
C3D_API sdw::Vec3 | 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) const |
C3D_API void | 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) |
C3D_API void | 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) |
C3D_API void | 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) |
C3D_API void | 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) |
C3D_API sdw::Vec4 | 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) |
C3D_API void | 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) |
C3D_API sdw::Vec4 | 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) |
C3D_API sdw::Vec4 | 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) |
C3D_API void | 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) |
C3D_API sdw::Vec2 | parallaxMapping (sdw::Vec2 const &texCoords, sdw::Vec3 const &viewDir, sdw::SampledImage2DRgba32 const &heightMap, TextureConfigData const &textureConfig) |
C3D_API void | encodeMaterial (sdw::Int const &receiver, sdw::Int const &reflection, sdw::Int const &refraction, sdw::Int const &envMapIndex, sdw::Float const &encoded) const |
Appelle la fonction GLSL utilisée pour encoder les spécificités d'un matériau dans un vec4. Plus de détails... | |
C3D_API void | decodeMaterial (sdw::Float const &encoded, sdw::Int const &receiver, sdw::Int const &reflection, sdw::Int const &refraction, sdw::Int const &envMapIndex) const |
Appelle la fonction GLSL utilisée pour décoder les spécificités d'un matériau depuis un vec4. Plus de détails... | |
C3D_API void | decodeReceiver (sdw::Int &encoded, sdw::Int const &receiver) const |
Appelle la fonction GLSL utilisée pour décoder le statut de receveur d'ombre depuis un vec4. Plus de détails... | |
C3D_API void | applyAlphaFunc (VkCompareOp alphaFunc, sdw::Float &alpha, sdw::Float const &alphaRef) const |
Ecrit la fonction d'opacité en GLSL. Plus de détails... | |
C3D_API sdw::Boolean | isSaturated (sdw::Vec3 const &p) const |
C3D_API sdw::Boolean | isSaturated (sdw::IVec3 const &p, sdw::Int const &imax) const |
C3D_API sdw::UInt | encodeColor (sdw::Vec4 const &color) const |
C3D_API sdw::UInt | encodeNormal (sdw::Vec3 const &normal) const |
C3D_API sdw::Vec4 | decodeColor (sdw::UInt const &colorMask) const |
C3D_API sdw::Vec3 | decodeNormal (sdw::UInt const &normalMask) const |
C3D_API sdw::UInt | flatten (sdw::UVec3 const &p, sdw::UVec3 const &dim) const |
C3D_API sdw::UVec3 | unflatten (sdw::UInt const &p, sdw::UVec3 const &dim) const |
Fonctions membres publiques statiques | |
static C3D_API sdw::Mat3 | getTBN (sdw::Vec3 const &normal, sdw::Vec3 const &tangent, sdw::Vec3 const &bitangent) |
Attributs publics statiques | |
static C3D_API uint32_t const | MaxIblReflectionLod |
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explicit |
C3D_API void castor3d::shader::Utils::applyAlphaFunc | ( | VkCompareOp | alphaFunc, |
sdw::Float & | alpha, | ||
sdw::Float const & | alphaRef | ||
) | const |
Ecrit la fonction d'opacité en GLSL.
alphaFunc | La fonction d'opacité. | |
[in] | alpha | La valeur d'opacité. |
[in] | alphaRef | La valeur de référence pour la comparaison alpha. |
C3D_API sdw::Vec3 castor3d::shader::Utils::applyGamma | ( | sdw::Float const & | gamma, |
sdw::Vec3 const & | HDR | ||
) | const |
C3D_API sdw::Vec2 castor3d::shader::Utils::calcTexCoord | ( | sdw::Vec2 const & | renderPos, |
sdw::Vec2 const & | renderSize | ||
) | const |
C3D_API sdw::Vec3 castor3d::shader::Utils::calcVSPosition | ( | sdw::Vec2 const & | uv, |
sdw::Float const & | depth, | ||
sdw::Mat4 const & | invProj | ||
) | const |
C3D_API sdw::Vec3 castor3d::shader::Utils::calcWSPosition | ( | sdw::Vec2 const & | uv, |
sdw::Float const & | depth, | ||
sdw::Mat4 const & | invViewProj | ||
) | const |
C3D_API sdw::Vec4 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::Float const & | accumulationOperator | ||
) |
C3D_API void 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 | ||
) |
C3D_API sdw::Vec4 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 | ||
) |
C3D_API void 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 | ||
) |
C3D_API sdw::Vec4 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 | ||
) |
C3D_API sdw::Vec4 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 | ||
) |
C3D_API void 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 | ||
) |
C3D_API void 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 | ||
) |
C3D_API sdw::Vec3 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 | ||
) | const |
C3D_API void castor3d::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 | ||
) |
C3D_API void 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 | ||
) |
C3D_API sdw::Vec3 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 | ||
) | const |
C3D_API void castor3d::shader::Utils::declareApplyGamma | ( | ) |
C3D_API void castor3d::shader::Utils::declareCalcTexCoord | ( | ) |
C3D_API void castor3d::shader::Utils::declareCalcVSPosition | ( | ) |
C3D_API void castor3d::shader::Utils::declareCalcWSPosition | ( | ) |
C3D_API void castor3d::shader::Utils::declareComputeAccumulation | ( | ) |
C3D_API void castor3d::shader::Utils::declareComputeIBL | ( | ) |
C3D_API void castor3d::shader::Utils::declareDecodeColor | ( | ) |
C3D_API void castor3d::shader::Utils::declareDecodeMaterial | ( | ) |
C3D_API void castor3d::shader::Utils::declareDecodeNormal | ( | ) |
C3D_API void castor3d::shader::Utils::declareDecodeReceiver | ( | ) |
C3D_API void castor3d::shader::Utils::declareEncodeColor | ( | ) |
C3D_API void castor3d::shader::Utils::declareEncodeMaterial | ( | ) |
C3D_API void castor3d::shader::Utils::declareEncodeNormal | ( | ) |
C3D_API void castor3d::shader::Utils::declareFlatten | ( | ) |
C3D_API void castor3d::shader::Utils::declareFresnelSchlick | ( | ) |
C3D_API void castor3d::shader::Utils::declareGetMapNormal | ( | ) |
C3D_API void castor3d::shader::Utils::declareInvertVec2Y | ( | ) |
C3D_API void castor3d::shader::Utils::declareInvertVec3Y | ( | ) |
C3D_API void castor3d::shader::Utils::declareInvertVec4Y | ( | ) |
C3D_API void castor3d::shader::Utils::declareIsSaturated | ( | ) |
C3D_API void castor3d::shader::Utils::declareIsSaturatedImg | ( | ) |
C3D_API void castor3d::shader::Utils::declareLineariseDepth | ( | ) |
C3D_API void castor3d::shader::Utils::declareNegateVec2Y | ( | ) |
C3D_API void castor3d::shader::Utils::declareNegateVec3Y | ( | ) |
C3D_API void castor3d::shader::Utils::declareNegateVec4Y | ( | ) |
C3D_API void castor3d::shader::Utils::declareParallaxMappingFunc | ( | PipelineFlags const & | flags | ) |
C3D_API void castor3d::shader::Utils::declareParallaxShadowFunc | ( | PipelineFlags const & | flags | ) |
C3D_API void castor3d::shader::Utils::declareRemoveGamma | ( | ) |
C3D_API void castor3d::shader::Utils::declareUnflatten | ( | ) |
C3D_API sdw::Vec4 castor3d::shader::Utils::decodeColor | ( | sdw::UInt const & | colorMask | ) | const |
C3D_API void castor3d::shader::Utils::decodeMaterial | ( | sdw::Float const & | encoded, |
sdw::Int const & | receiver, | ||
sdw::Int const & | reflection, | ||
sdw::Int const & | refraction, | ||
sdw::Int const & | envMapIndex | ||
) | const |
Appelle la fonction GLSL utilisée pour décoder les spécificités d'un matériau depuis un vec4.
[in] | encoded | La valeur encodée. |
[in] | receiver | La variable qui recevra le statut de receveur d'ombres. |
[in] | reflection | La variable qui recevra le statut de réflexion. |
[in] | refraction | La variable qui recevra le statut de réfraction. |
[in] | envMapIndex | La variable qui recevra l'indice de la texture environnementale. |
C3D_API sdw::Vec3 castor3d::shader::Utils::decodeNormal | ( | sdw::UInt const & | normalMask | ) | const |
C3D_API void castor3d::shader::Utils::decodeReceiver | ( | sdw::Int & | encoded, |
sdw::Int const & | receiver | ||
) | const |
Appelle la fonction GLSL utilisée pour décoder le statut de receveur d'ombre depuis un vec4.
[in] | encoded | La valeur encodée. |
[in] | receiver | La variable qui recevra le statut de receveur d'ombres. |
C3D_API sdw::UInt castor3d::shader::Utils::encodeColor | ( | sdw::Vec4 const & | color | ) | const |
C3D_API void castor3d::shader::Utils::encodeMaterial | ( | sdw::Int const & | receiver, |
sdw::Int const & | reflection, | ||
sdw::Int const & | refraction, | ||
sdw::Int const & | envMapIndex, | ||
sdw::Float const & | encoded | ||
) | const |
Appelle la fonction GLSL utilisée pour encoder les spécificités d'un matériau dans un vec4.
[in] | receiver | Le statut de receveur d'ombres. |
[in] | reflection | Le statut de réflexion. |
[in] | refraction | Le statut de réfraction. |
[in] | envMapIndex | L'indice de la texture environnementale. |
[in] | encoded | La variable qui recevra la valeur encodée. |
C3D_API sdw::UInt castor3d::shader::Utils::encodeNormal | ( | sdw::Vec3 const & | normal | ) | const |
C3D_API sdw::UInt castor3d::shader::Utils::flatten | ( | sdw::UVec3 const & | p, |
sdw::UVec3 const & | dim | ||
) | const |
C3D_API sdw::Vec3 castor3d::shader::Utils::fresnelSchlick | ( | sdw::Float const & | product, |
sdw::Vec3 const & | f0, | ||
sdw::Float const & | roughness | ||
) | const |
C3D_API sdw::Vec3 castor3d::shader::Utils::getMapNormal | ( | sdw::Vec2 const & | uv, |
sdw::Vec3 const & | normal, | ||
sdw::Vec3 const & | position | ||
) | const |
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static |
C3D_API sdw::Boolean castor3d::shader::Utils::isSaturated | ( | sdw::Vec3 const & | p | ) | const |
C3D_API sdw::Boolean castor3d::shader::Utils::isSaturated | ( | sdw::IVec3 const & | p, |
sdw::Int const & | imax | ||
) | const |
C3D_API sdw::Float castor3d::shader::Utils::lineariseDepth | ( | sdw::Float const & | depth, |
sdw::Float const & | nearPlane, | ||
sdw::Float const & | farPlane | ||
) | const |
C3D_API sdw::Vec2 castor3d::shader::Utils::negateTopDownToBottomUp | ( | sdw::Vec2 const & | texCoord | ) | const |
C3D_API sdw::Vec3 castor3d::shader::Utils::negateTopDownToBottomUp | ( | sdw::Vec3 const & | texCoord | ) | const |
C3D_API sdw::Vec4 castor3d::shader::Utils::negateTopDownToBottomUp | ( | sdw::Vec4 const & | texCoord | ) | const |
C3D_API sdw::Vec2 castor3d::shader::Utils::parallaxMapping | ( | sdw::Vec2 const & | texCoords, |
sdw::Vec3 const & | viewDir, | ||
sdw::SampledImage2DRgba32 const & | heightMap, | ||
TextureConfigData const & | textureConfig | ||
) |
C3D_API sdw::Vec3 castor3d::shader::Utils::removeGamma | ( | sdw::Float const & | gamma, |
sdw::Vec3 const & | sRGB | ||
) | const |
C3D_API sdw::Vec2 castor3d::shader::Utils::topDownToBottomUp | ( | sdw::Vec2 const & | texCoord | ) | const |
C3D_API sdw::Vec3 castor3d::shader::Utils::topDownToBottomUp | ( | sdw::Vec3 const & | texCoord | ) | const |
C3D_API sdw::Vec4 castor3d::shader::Utils::topDownToBottomUp | ( | sdw::Vec4 const & | texCoord | ) | const |
C3D_API sdw::UVec3 castor3d::shader::Utils::unflatten | ( | sdw::UInt const & | p, |
sdw::UVec3 const & | dim | ||
) | const |
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static |