Rendu
A lightweight rendering engine for experimentations
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GPUShaders::Common::Common_pbr Member List

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_pbrinline
applyDirectionalLight(Light light, vec3 viewSpacePos, vec3 viewSpaceN, texture2DArray shadowMap, out vec3 l, out float shadowing)GPUShaders::Common::Common_pbrinline
applyPointLight(Light light, vec3 viewSpacePos, vec3 viewSpaceN, textureCubeArray shadowMap, out vec3 l, out float shadowing)GPUShaders::Common::Common_pbrinline
applySH(vec3 wn, vec4 coeffs[9])GPUShaders::Common::Common_pbrinline
applySpotLight(Light light, vec3 viewSpacePos, vec3 viewSpaceN, texture2DArray shadowMap, out vec3 l, out float shadowing)GPUShaders::Common::Common_pbrinline
approximateSpecularAO(float diffuseAO, float NdotV, float roughness)GPUShaders::Common::Common_pbrinline
D(float NdotH, float alpha)GPUShaders::Common::Common_pbrinline
DAnisotropic(float NdotH, float TdotH, float BdotH, float alphaT, float alphaB)GPUShaders::Common::Common_pbrinline
DCharlie(float NdotH, float alpha)GPUShaders::Common::Common_pbrinline
directBrdf(Material material, vec3 n, vec3 v, vec3 l, out vec3 diffuse, out vec3 specular)GPUShaders::Common::Common_pbrinline
F(vec3 F0, float VdotH)GPUShaders::Common::Common_pbrinline
fresnelToIor(vec3 F0)GPUShaders::Common::Common_pbrinline
ggx(vec3 n, vec3 v, vec3 l, vec3 h, vec3 F0, float roughness)GPUShaders::Common::Common_pbrinline
ggxAnisotropic(vec3 n, vec3 v, vec3 l, vec3 h, vec3 F0, Material material)GPUShaders::Common::Common_pbrinline
ggxClearCoat(vec3 n, vec3 v, vec3 l, vec3 h, float roughness, out float clearCoatFresnel)GPUShaders::Common::Common_pbrinline
ggxSheen(vec3 n, vec3 v, vec3 l, vec3 h, Material material)GPUShaders::Common::Common_pbrinline
iorToFresnel(vec3 internalIOR, vec3 externalIOR)GPUShaders::Common::Common_pbrinline
iorToFresnel(float internalIOR, float externalIOR)GPUShaders::Common::Common_pbrinline
iridescenceF0(vec3 F0, float LdotH, float ior, float thickness, float externalIOR)GPUShaders::Common::Common_pbrinline
iridescenceSensitivity(float opd, float shift)GPUShaders::Common::Common_pbrinline
probeWeight(vec3 p, Probe probe)GPUShaders::Common::Common_pbrinline
radiance(vec3 r, vec3 p, float roughness, textureCube cubeMap, Probe probe)GPUShaders::Common::Common_pbrinline
V(float NdotL, float NdotV, float alpha)GPUShaders::Common::Common_pbrinline
VAnisotropic(float NdotL, float NdotV, float TdotV, float BdotV, float TdotL, float BdotL, float alphaT, float alphaB)GPUShaders::Common::Common_pbrinline
Vfast(float NdotL, float NdotV, float alpha)GPUShaders::Common::Common_pbrinline
VKelemen(float LdotH)GPUShaders::Common::Common_pbrinline
VNeubelt(float NdotL, float NdotV)GPUShaders::Common::Common_pbrinline