cameraRay(vec2 pixelPosition, vec4 projInfo) | glsl::reconstructFromDepth_glsl | inline |
depthBufferValue(float csZ, vec3 clipInfo) | glsl::reconstructFromDepth_glsl | inline |
numLayers(vec3 csOrigin, vec3 csDirection, mat4 projectionMatrix, sampler2D csZBuffer, vec2 csZBufferSize, vec3 clipInfo, float jitterFraction, const int numSteps, out int s, float layerThickness, in float maxRayTraceDistance, out float actualRayTraceDistance, out vec2 hitTexCoord, out int which, const in bool csZBufferIsHyperbolic, float GUARD_BAND_FRACTION_X, float GUARD_BAND_FRACTION_Y) | glsl::reconstructFromDepth_glsl | inline |
reconstructCSFaceNormal(vec3 C) | glsl::reconstructFromDepth_glsl | inline |
reconstructCSPosition(vec2 S, float z, vec4 projInfo) | glsl::reconstructFromDepth_glsl | inline |
reconstructCSPositionFromDepth(vec2 S, float depth, vec4 projInfo, vec3 clipInfo) | glsl::reconstructFromDepth_glsl | inline |
reconstructCSZ(float d, vec3 clipInfo) | glsl::reconstructFromDepth_glsl | inline |
reconstructNonUnitCSFaceNormal(vec3 C) | glsl::reconstructFromDepth_glsl | inline |
reconstructWSPositionFromDepth(vec2 S, float depth, vec4 projInfo, vec3 clipInfo, mat4x3 cameraToWorld) | glsl::reconstructFromDepth_glsl | inline |
worldRay(vec2 pixelPosition, mat4x3 cameraToWorld, vec4 projInfo, out float csRayZ) | glsl::reconstructFromDepth_glsl | inline |
worldRay(vec2 pixelPosition, mat4x3 cameraToWorld, vec4 projInfo) | glsl::reconstructFromDepth_glsl | inline |