| _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 |