genType radians (genType degrees) |
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genType degrees (genType radians) |
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genType sin (genType angle) |
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genType cos (genType angle) |
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genType tan (genType angle) |
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genType asin (genType x) |
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genType acos (genType x) |
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genType atan (genType y, genType x) |
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genType atan (genType y_over_x) |
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genType pow (genType x, genType y) |
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genType exp (genType x) |
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genType log (genType x) |
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genType exp2 (genType x) |
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genType log2 (genType x) |
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genType sqrt (genType x) |
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genType inversesqrt (genType x) |
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genType abs (genType x) |
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genType sign (genType x) |
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genType floor (genType x) |
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genType ceil (genType x) |
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genType fract (genType x) |
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genType mod (genType x, float y) |
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genType mod (genType x, genType y) |
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genType min (genType x, genType y) |
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genType min (genType x, float y) |
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genType max (genType x, genType y) |
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genType max (genType x, float y) |
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genType clamp (genType x, genType minVal, genType maxVal) |
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genType clamp (genType x, float minVal, float maxVal) |
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genType mix (genType x, genType y, genType a) |
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genType mix (genType x, genType y, float a) |
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genType step (genType edge, genType x) |
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genType step (float edge, genType x) |
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genType smoothstep (genType edge0, genType edge1, genType x) |
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genType smoothstep (float edge0, float edge1, genType x) |
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float length (genType x) |
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float distance (genType p0, genType p1) |
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float dot (genType x, genType y) |
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vec3 cross (vec3 x, vec3 y) |
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genType normalize (genType x) |
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vec4 ftransform() |
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genType faceforward(genType N, genType I, genType Nref) |
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genType reflect (genType I, genType N) |
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genType refract(genType I, genType N, float eta) |
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mat matrixCompMult (mat x, mat y) |
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mat2 outerProduct(vec2 c, vec2 r) |
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mat3 outerProduct(vec3 c, vec3 r) |
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mat4 outerProduct(vec4 c, vec4 r) |
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mat2x3 outerProduct(vec3 c, vec2 r) |
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mat3x2 outerProduct(vec2 c, vec3 r) |
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mat2x4 outerProduct(vec4 c, vec2 r) |
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mat4x2 outerProduct(vec2 c, vec4 r) |
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mat3x4 outerProduct(vec4 c, vec3 r) |
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mat4x3 outerProduct(vec3 c, vec4 r) |
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mat2 transpose(mat2 m) |
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mat3 transpose(mat3 m) |
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mat4 transpose(mat4 m) |
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mat2x3 transpose(mat3x2 m) |
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mat3x2 transpose(mat2x3 m) |
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mat2x4 transpose(mat4x2 m) |
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mat4x2 transpose(mat2x4 m) |
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mat3x4 transpose(mat4x3 m) |
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mat4x3 transpose(mat3x4 m) |
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bvec lessThan(vec x, vec y) |
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bvec lessThan(ivec x, ivec y) |
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bvec lessThanEqual(vec x, vec y) |
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bvec lessThanEqual(ivec x, ivec y) |
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bvec greaterThan(vec x, vec y) |
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bvec greaterThan(ivec x, ivec y) |
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bvec greaterThanEqual(vec x, vec y) |
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bvec greaterThanEqual(ivec x, ivec y) |
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bvec equal(vec x, vec y) |
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bvec equal(ivec x, ivec y) |
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bvec equal(bvec x, bvec y) |
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bvec notEqual(vec x, vec y) |
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bvec notEqual(ivec x, ivec y) |
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bvec notEqual(bvec x, bvec y) |
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bool any(bvec x) |
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bool all(bvec x) |
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bvec not(bvec x) |
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vec4 texture1D (sampler1D sampler, float coord [, float bias] ) |
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vec4 texture1DProj (sampler1D sampler, vec2 coord [, float bias] ) |
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vec4 texture1DProj (sampler1D sampler, vec4 coord [, float bias] ) |
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vec4 texture1DLod (sampler1D sampler, float coord, float lod) |
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vec4 texture1DProjLod (sampler1D sampler, vec2 coord, float lod) |
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vec4 texture1DProjLod (sampler1D sampler, vec4 coord, float lod) |
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vec4 texture2D (sampler2D sampler, vec2 coord [, float bias] ) |
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vec4 texture2DProj (sampler2D sampler, vec3 coord [, float bias] ) |
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vec4 texture2DProj (sampler2D sampler, vec4 coord [, float bias] ) |
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vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) |
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vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod) |
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vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod) |
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vec4 texture3D (sampler3D sampler, vec3 coord [, float bias] ) |
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vec4 texture3DProj (sampler3D sampler, vec4 coord [, float bias] ) |
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vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) |
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vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) |
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vec4 textureCube (samplerCube sampler, vec3 coord [, float bias] ) |
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vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) |
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vec4 shadow1D (sampler1DShadow sampler, vec3 coord [, float bias] ) |
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vec4 shadow2D (sampler2DShadow sampler, vec3 coord [, float bias] ) |
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vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord [, float bias] ) |
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vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord [, float bias] ) |
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vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) |
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vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) |
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vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod) |
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vec4 shadow2DProjLod(sampler2DShadow sampler,vec4 coord, float lod) |
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genType dFdx (genType p) |
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genType dFdy (genType p) |
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genType fwidth (genType p) |
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float noise1 (genType x) |
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vec2 noise2 (genType x) |
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vec3 noise3 (genType x) |
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vec4 noise4 (genType x) |
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