Castor3D 0.13.0
Multiplatform 3D engine
|
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 enableVolumetric) | 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::Utils | static |
isGeometryMap(TextureFlags const &flags, PassFlags const &passFlags) | castor3d::shader::Utils | static |
isGeometryOnlyMap(TextureFlags const &flags, PassFlags const &passFlags) | castor3d::shader::Utils | static |
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::Utils | explicit |