aoValueFromPositionsAndNormal(vec3 C, vec3 n_C, vec3 Q) | glsl::AmbientOcclusion_AO_pix | inline |
bias | glsl::AmbientOcclusion_AO_pix | |
CS_Z_buffer | glsl::AmbientOcclusion_AO_pix | |
CSZToKey(float z) | glsl::AmbientOcclusion_AO_pix | inline |
fallOffFunction(float vv, float vn, float epsilon) | glsl::AmbientOcclusion_AO_pix | inline |
getMipLevel(float ssR) | glsl::AmbientOcclusion_AO_pix | inline |
getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR, sampler2D cszBuffer, float invCszBufferScale) | glsl::AmbientOcclusion_AO_pix | inline |
getOffsetPositions(ivec2 ssC, vec2 unitOffset, float ssR, sampler2D cszBuffer, out vec3 P0, out vec3 P1) | glsl::AmbientOcclusion_AO_pix | inline |
getPosition(ivec2 ssP, sampler2D cszBuffer) | glsl::AmbientOcclusion_AO_pix | inline |
intensity | glsl::AmbientOcclusion_AO_pix | |
intensityDivR6 | glsl::AmbientOcclusion_AO_pix | |
lowPrecisionHash(vec2 p) | glsl::AmbientOcclusion_AO_pix | inline |
main() | glsl::AmbientOcclusion_AO_pix | inline |
MIN_RADIUS | glsl::AmbientOcclusion_AO_pix | |
negInvRadius2 | glsl::AmbientOcclusion_AO_pix | |
projInfo | glsl::AmbientOcclusion_AO_pix | |
projScale | glsl::AmbientOcclusion_AO_pix | |
radius | glsl::AmbientOcclusion_AO_pix | |
radius2 | glsl::AmbientOcclusion_AO_pix | |
result | glsl::AmbientOcclusion_AO_pix | |
sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in int tapIndex, in float randomPatternRotationAngle, in sampler2D cszBuffer, in float invCszBufferScale) | glsl::AmbientOcclusion_AO_pix | inline |
tapLocation(int sampleNumber, float spinAngle, out float ssR) | glsl::AmbientOcclusion_AO_pix | inline |