BillboardData | castor3d::shader::MatrixData | friend |
curProjToWorld(sdw::Vec4 const &position) const | castor3d::shader::MatrixData | |
curProjToWorld(Utils &utils, sdw::Vec2 const &texCoord, sdw::Float const &depth) const | castor3d::shader::MatrixData | |
curViewToWorld(sdw::Vec4 const &vsPosition) const | castor3d::shader::MatrixData | |
declare(sdw::ShaderWriter &writer) | castor3d::shader::MatrixData | static |
getCurViewCenter() const | castor3d::shader::MatrixData | |
getCurViewRight() const | castor3d::shader::MatrixData | |
getCurViewUp() const | castor3d::shader::MatrixData | |
getFrustumPlane(sdw::UInt index) const | castor3d::shader::MatrixData | inline |
getInvProjMtx() const | castor3d::shader::MatrixData | inline |
getInvViewProjMtx() const | castor3d::shader::MatrixData | |
getProjMtx() const | castor3d::shader::MatrixData | inline |
getPrvViewCenter() const | castor3d::shader::MatrixData | |
getPrvViewRight() const | castor3d::shader::MatrixData | |
getPrvViewUp() const | castor3d::shader::MatrixData | |
jitter(sdw::Vec4 &csPosition) const | castor3d::shader::MatrixData | |
makeType(ast::type::TypesCache &cache) | castor3d::shader::MatrixData | static |
MatrixData(sdw::ShaderWriter &writer, ast::expr::ExprPtr expr, bool enabled) | castor3d::shader::MatrixData | |
projToView(sdw::Vec4 const &psPosition) const | castor3d::shader::MatrixData | |
projToView(Utils &utils, sdw::Vec2 const &texCoord, sdw::Float const &depth) const | castor3d::shader::MatrixData | |
prvProjToWorld(Utils &utils, sdw::Vec2 const &texCoord, sdw::Float const &depth) const | castor3d::shader::MatrixData | |
prvViewToWorld(sdw::Vec4 const &vsPosition) const | castor3d::shader::MatrixData | |
SDW_DeclStructInstance(C3D_API, MatrixData) | castor3d::shader::MatrixData | |
viewToProj(sdw::Vec4 const &vsPosition) const | castor3d::shader::MatrixData | |
viewToScreenUV(Utils &utils, sdw::Vec4 vsPosition) const | castor3d::shader::MatrixData | |
worldToCurProj(sdw::Vec4 const &wsPosition) const | castor3d::shader::MatrixData | |
worldToCurScreenUV(Utils &utils, sdw::Vec4 wsPosition) const | castor3d::shader::MatrixData | |
worldToCurView(sdw::Vec4 const &wsPosition) const | castor3d::shader::MatrixData | |
worldToPrvProj(sdw::Vec4 const &wsPosition) const | castor3d::shader::MatrixData | |
worldToPrvScreenUV(Utils &utils, sdw::Vec4 wsPosition) const | castor3d::shader::MatrixData | |
worldToPrvView(sdw::Vec4 const &wsPosition) const | castor3d::shader::MatrixData | |