| 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 |