_referenceFrameFromZAxis(vec3 n) | glsl::g3dmath_glsl | inline |
centimeters | glsl::g3dmath_glsl | |
computeSampleRate(vec2 texCoord, vec2 samplerSize) | glsl::g3dmath_glsl | inline |
computeToksvigGlossyExponent(float rawGlossyExponent, float rawNormalLength) | glsl::g3dmath_glsl | inline |
cosPowHemiRandom(vec2 r, const float k) | glsl::g3dmath_glsl | inline |
expandBits(uint v) | glsl::g3dmath_glsl | inline |
extractEvenBits(uint x) | glsl::g3dmath_glsl | inline |
hammersleyCosHemi(uint i, const uint N) | glsl::g3dmath_glsl | inline |
hammersleyHemi(uint i, const uint N) | glsl::g3dmath_glsl | inline |
hammersleySquare(uint i, const uint N) | glsl::g3dmath_glsl | inline |
hemisphereRandom(vec2 r) | glsl::g3dmath_glsl | inline |
HSVtoRGB(vec3 c) | glsl::g3dmath_glsl | inline |
identity4x4() | glsl::g3dmath_glsl | inline |
indexOfMaxComponent(vec3 v) | glsl::g3dmath_glsl | inline |
indexOfMaxComponent(vec2 v) | glsl::g3dmath_glsl | inline |
indexOfMaxComponent(float v) | glsl::g3dmath_glsl | inline |
inf | glsl::g3dmath_glsl | |
infIfNegative(float x) | glsl::g3dmath_glsl | inline |
interleaveBits(uvec3 inputval) | glsl::g3dmath_glsl | inline |
inv8Pi | glsl::g3dmath_glsl | |
invPi | glsl::g3dmath_glsl | |
isFinite(float x) | glsl::g3dmath_glsl | inline |
lengthSquared($(vectype) v) | glsl::g3dmath_glsl | inline |
max3(float a, float b, float c) | glsl::g3dmath_glsl | inline |
max4(float a, float b, float c, float d) | glsl::g3dmath_glsl | inline |
maxComponent(vec2 a) | glsl::g3dmath_glsl | inline |
maxComponent(vec3 a) | glsl::g3dmath_glsl | inline |
maxComponent(vec4 a) | glsl::g3dmath_glsl | inline |
mean(float a) | glsl::g3dmath_glsl | inline |
mean(vec2 a) | glsl::g3dmath_glsl | inline |
mean(vec3 a) | glsl::g3dmath_glsl | inline |
mean(vec4 a) | glsl::g3dmath_glsl | inline |
meanComponent(vec4 a) | glsl::g3dmath_glsl | inline |
meanComponent(vec3 a) | glsl::g3dmath_glsl | inline |
meanComponent(vec2 a) | glsl::g3dmath_glsl | inline |
meanComponent(float a) | glsl::g3dmath_glsl | inline |
meters | glsl::g3dmath_glsl | |
millimeters | glsl::g3dmath_glsl | |
min3(float a, float b, float c) | glsl::g3dmath_glsl | inline |
min4(float a, float b, float c, float d) | glsl::g3dmath_glsl | inline |
minComponent(vec2 a) | glsl::g3dmath_glsl | inline |
minComponent(vec3 a) | glsl::g3dmath_glsl | inline |
minComponent(vec4 a) | glsl::g3dmath_glsl | inline |
mipMapLevel(in vec2 texture_coordinate, in vec2 textureSize) | glsl::g3dmath_glsl | inline |
norm1(vec3 v) | glsl::g3dmath_glsl | inline |
norm2(vec3 v) | glsl::g3dmath_glsl | inline |
norm4(vec2 v) | glsl::g3dmath_glsl | inline |
norm8(vec2 v) | glsl::g3dmath_glsl | inline |
normInf(vec3 v) | glsl::g3dmath_glsl | inline |
packGlossyExponent(in float blinnPhongExponent) | glsl::g3dmath_glsl | inline |
pi | glsl::g3dmath_glsl | |
pitch4x4(float a) | glsl::g3dmath_glsl | inline |
pow16($(gentype) x) | glsl::g3dmath_glsl | inline |
pow2($(gentype) x) | glsl::g3dmath_glsl | inline |
pow3($(gentype) x) | glsl::g3dmath_glsl | inline |
pow4($(gentype) x) | glsl::g3dmath_glsl | inline |
pow5($(gentype) x) | glsl::g3dmath_glsl | inline |
pow6($(gentype) x) | glsl::g3dmath_glsl | inline |
pow64($(gentype) v) | glsl::g3dmath_glsl | inline |
pow7($(gentype) x) | glsl::g3dmath_glsl | inline |
pow8($(gentype) x) | glsl::g3dmath_glsl | inline |
referenceFrameFromZAxis(vec3 z) | glsl::g3dmath_glsl | inline |
RGBtoCIELuminance(vec3 linearRGB) | glsl::g3dmath_glsl | inline |
RGBtoHSV(vec3 c) | glsl::g3dmath_glsl | inline |
roll4x4(float a) | glsl::g3dmath_glsl | inline |
schlickFresnel(in vec3 F0, in float cos_i, float smoothness) | glsl::g3dmath_glsl | inline |
signNotZero(in float k) | glsl::g3dmath_glsl | inline |
signNotZero(in vec2 v) | glsl::g3dmath_glsl | inline |
smootherstep($(gentype) edge0, $(gentype) edge1, $(gentype) x) | glsl::g3dmath_glsl | inline |
smootherstep(float edge0, float edge1, $(gentype) x) | glsl::g3dmath_glsl | inline |
smoothnessToBlinnPhongExponent(in float g3dSmoothness) | glsl::g3dmath_glsl | inline |
sphereRandom(vec2 r) | glsl::g3dmath_glsl | inline |
sphericalFibonacci(float i, float n) | glsl::g3dmath_glsl | inline |
square($(gentype) x) | glsl::g3dmath_glsl | inline |
sum(float a) | glsl::g3dmath_glsl | inline |
sum(vec2 a) | glsl::g3dmath_glsl | inline |
sum(vec3 a) | glsl::g3dmath_glsl | inline |
sum(vec4 a) | glsl::g3dmath_glsl | inline |
swap(inout $(gentype) a, inout $(gentype) b) | glsl::g3dmath_glsl | inline |
textureLodBicubic(sampler2D tex, vec2 uv, int lod) | glsl::g3dmath_glsl | inline |
textureLodSmooth(sampler2D tex, vec2 uv, int lod) | glsl::g3dmath_glsl | inline |
translate4x4(vec3 t) | glsl::g3dmath_glsl | inline |
unitSmootherstep($(gentype) x) | glsl::g3dmath_glsl | inline |
unitSmoothstep($(gentype) x) | glsl::g3dmath_glsl | inline |
yaw4x4(float a) | glsl::g3dmath_glsl | inline |