Rendu
A lightweight rendering engine for experimentations
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This is the complete list of members for GPUShaders::Common::Common_pbr, including all inherited members.
ambientLighting(Material material, vec3 worldP, vec3 viewV, mat4 inverseV, Probe probe, textureCube envmap, vec4 envSH[9], texture2D brdfLUT, out vec3 diffuse, out vec3 specular) | GPUShaders::Common::Common_pbr | inline |
applyDirectionalLight(Light light, vec3 viewSpacePos, vec3 viewSpaceN, texture2DArray shadowMap, out vec3 l, out float shadowing) | GPUShaders::Common::Common_pbr | inline |
applyPointLight(Light light, vec3 viewSpacePos, vec3 viewSpaceN, textureCubeArray shadowMap, out vec3 l, out float shadowing) | GPUShaders::Common::Common_pbr | inline |
applySH(vec3 wn, vec4 coeffs[9]) | GPUShaders::Common::Common_pbr | inline |
applySpotLight(Light light, vec3 viewSpacePos, vec3 viewSpaceN, texture2DArray shadowMap, out vec3 l, out float shadowing) | GPUShaders::Common::Common_pbr | inline |
approximateSpecularAO(float diffuseAO, float NdotV, float roughness) | GPUShaders::Common::Common_pbr | inline |
D(float NdotH, float alpha) | GPUShaders::Common::Common_pbr | inline |
DAnisotropic(float NdotH, float TdotH, float BdotH, float alphaT, float alphaB) | GPUShaders::Common::Common_pbr | inline |
DCharlie(float NdotH, float alpha) | GPUShaders::Common::Common_pbr | inline |
directBrdf(Material material, vec3 n, vec3 v, vec3 l, out vec3 diffuse, out vec3 specular) | GPUShaders::Common::Common_pbr | inline |
F(vec3 F0, float VdotH) | GPUShaders::Common::Common_pbr | inline |
fresnelToIor(vec3 F0) | GPUShaders::Common::Common_pbr | inline |
ggx(vec3 n, vec3 v, vec3 l, vec3 h, vec3 F0, float roughness) | GPUShaders::Common::Common_pbr | inline |
ggxAnisotropic(vec3 n, vec3 v, vec3 l, vec3 h, vec3 F0, Material material) | GPUShaders::Common::Common_pbr | inline |
ggxClearCoat(vec3 n, vec3 v, vec3 l, vec3 h, float roughness, out float clearCoatFresnel) | GPUShaders::Common::Common_pbr | inline |
ggxSheen(vec3 n, vec3 v, vec3 l, vec3 h, Material material) | GPUShaders::Common::Common_pbr | inline |
iorToFresnel(vec3 internalIOR, vec3 externalIOR) | GPUShaders::Common::Common_pbr | inline |
iorToFresnel(float internalIOR, float externalIOR) | GPUShaders::Common::Common_pbr | inline |
iridescenceF0(vec3 F0, float LdotH, float ior, float thickness, float externalIOR) | GPUShaders::Common::Common_pbr | inline |
iridescenceSensitivity(float opd, float shift) | GPUShaders::Common::Common_pbr | inline |
probeWeight(vec3 p, Probe probe) | GPUShaders::Common::Common_pbr | inline |
radiance(vec3 r, vec3 p, float roughness, textureCube cubeMap, Probe probe) | GPUShaders::Common::Common_pbr | inline |
V(float NdotL, float NdotV, float alpha) | GPUShaders::Common::Common_pbr | inline |
VAnisotropic(float NdotL, float NdotV, float TdotV, float BdotV, float TdotL, float BdotL, float alphaT, float alphaB) | GPUShaders::Common::Common_pbr | inline |
Vfast(float NdotL, float NdotV, float alpha) | GPUShaders::Common::Common_pbr | inline |
VKelemen(float LdotH) | GPUShaders::Common::Common_pbr | inline |
VNeubelt(float NdotL, float NdotV) | GPUShaders::Common::Common_pbr | inline |