Castor3D 0.12.0
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, bool opaque=true)castor3d::shader::Utils
applyGamma(sdw::Float const &gamma, sdw::Vec3 const &HDR)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
compute2DMapsContributions(FilteredTextureFlags const &flags, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, sdw::Vec3 const &texCoords, sdw::Vec3 &colour, sdw::Float &opacity)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)castor3d::shader::Utils
createLightingModel(castor::String const &name, ShadowOptions shadowsOptions, SssProfiles const *sssProfiles, bool isOpaqueProgram)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
encodeNormal(sdw::Vec3 const &normal)castor3d::shader::Utils
flatten(sdw::UVec3 const &p, sdw::UVec3 const &dim)castor3d::shader::Utils
fresnelSchlick(sdw::Float const &product, sdw::Vec3 const &f0)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
isGeometryMap(TextureFlags const &flags, PassFlags const &passFlags)castor3d::shader::Utilsstatic
isGeometryOnlyMap(TextureFlags const &flags, PassFlags const &passFlags)castor3d::shader::Utilsstatic
isSaturated(sdw::Vec3 const &p)castor3d::shader::Utils
isSaturated(sdw::IVec3 const &p, sdw::Int const &imax)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
parallaxMapping(sdw::Vec2 const &texCoords, sdw::Vec3 const &viewDir, sdw::CombinedImage2DRgba32 const &heightMap, TextureConfigData const &textureConfig)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
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
topDownToBottomUp(sdw::Vec2 const &texCoord)castor3d::shader::Utils
topDownToBottomUp(sdw::Vec3 const &texCoord)castor3d::shader::Utils
topDownToBottomUp(sdw::Vec4 const &texCoord)castor3d::shader::Utils
unflatten(sdw::UInt const &p, sdw::UVec3 const &dim)castor3d::shader::Utils
Utils(sdw::ShaderWriter &writer, Engine const &engine)castor3d::shader::Utilsexplicit