C# Class NewTOAPIA.Graphics.Processor.GPLang

GPLang represents the set of functions that are typically useful in the implementation of graphics related programs. The initial set follows the functions that are found in OpenGL Shader programming (GLSL - 1.4). The chapter references in the regions are from the second edition of the orange book. As they are generally useful, any effort related to graphics programming might find them to be handy. These functions are implemented as static methods for a couple of reasons: 1) There is no instance information needed 2) It makes it easy to subclass the GPLang class and have an interface that is easy to utilize without having to use '.' notation. This latter point is used by the GPShader class. You can essentially copy shader programs straight out of the 'Orange' book and implement them in C#. That's pretty cool. Similarly, if you want to use these routines from another context, there's not too much to type: GPLang.clamp(x, minVal, maxVal) etc.
Show file Open project: Wiladams/NewTOAPIA

Public Methods

Method Description
abs ( double x ) : float
abs ( float x ) : float
abs ( int x ) : int
abs ( ivec2 x ) : ivec2
abs ( ivec3 x ) : ivec3
abs ( ivec4 x ) : ivec4
abs ( vec2 x ) : vec2
abs ( vec3 x ) : vec3
abs ( vec4 x ) : vec4
acos ( float x ) : float
acos ( vec2 x ) : vec2
acos ( vec3 x ) : vec3
acos ( vec4 x ) : vec4
acosh ( float x ) : float
acosh ( vec2 x ) : vec2
acosh ( vec3 x ) : vec3
acosh ( vec4 x ) : vec4
all ( bvec2 x ) : bool
all ( bvec3 x ) : bool
all ( bvec4 x ) : bool
any ( bvec2 x ) : bool
any ( bvec3 x ) : bool
any ( bvec4 x ) : bool
asin ( float x ) : float
asin ( vec2 x ) : vec2
asin ( vec3 x ) : vec3
asin ( vec4 x ) : vec4
asinh ( float x ) : float
asinh ( vec2 x ) : vec2
asinh ( vec3 x ) : vec3
asinh ( vec4 x ) : vec4
atan ( float y_over_x ) : float
atan ( float y, float x ) : float
atan ( vec2 y_over_x ) : vec2
atan ( vec2 y, vec2 x ) : vec2
atan ( vec3 y_over_x ) : vec3
atan ( vec3 y, vec3 x ) : vec3
atan ( vec4 y_over_x ) : vec4
atan ( vec4 y, vec4 x ) : vec4
atanh ( float x ) : float
atanh ( vec2 x ) : vec2
atanh ( vec3 x ) : vec3
atanh ( vec4 x ) : vec4
ceil ( float x ) : float
ceil ( vec2 x ) : vec2
ceil ( vec3 x ) : vec3
ceil ( vec4 x ) : vec4
clamp ( float x, float minVal, float maxVal ) : float
clamp ( int x, int minVal, int maxVal ) : int
clamp ( ivec2 x, int minVal, int maxVal ) : ivec2
clamp ( ivec2 x, ivec2 minVal, ivec2 maxVal ) : ivec2
clamp ( ivec3 x, int minVal, int maxVal ) : ivec3
clamp ( ivec3 x, ivec3 minVal, ivec3 maxVal ) : ivec3
clamp ( ivec4 x, int minVal, int maxVal ) : ivec4
clamp ( ivec4 x, ivec4 minVal, ivec4 maxVal ) : ivec4
clamp ( uint x, uint minVal, uint maxVal ) : uint
clamp ( uvec2 x, uint minVal, uint maxVal ) : uvec2
clamp ( uvec2 x, uvec2 minVal, uvec2 maxVal ) : uvec2
clamp ( uvec3 x, uint minVal, uint maxVal ) : uvec3
clamp ( uvec3 x, uvec3 minVal, uvec3 maxVal ) : uvec3
clamp ( uvec4 x, uint minVal, uint maxVal ) : uvec4
clamp ( uvec4 x, uvec4 minVal, uvec4 maxVal ) : uvec4
clamp ( vec2 x, float minVal, float maxVal ) : vec2
clamp ( vec2 x, vec2 minVal, vec2 maxVal ) : vec2
clamp ( vec3 x, float minVal, float maxVal ) : vec3
clamp ( vec3 x, vec3 minVal, vec3 maxVal ) : vec3
clamp ( vec4 x, float minVal, float maxVal ) : vec4
clamp ( vec4 x, vec4 minVal, vec4 maxVal ) : vec4
cos ( float radians ) : float
cos ( vec2 radians ) : vec2
cos ( vec3 radians ) : vec3
cos ( vec4 radians ) : vec4
cosh ( float x ) : float
cosh ( vec2 x ) : vec2
cosh ( vec3 x ) : vec3
cosh ( vec4 x ) : vec4
cross ( vec3 x, vec3 y ) : vec3
degrees ( float radians ) : float
degrees ( vec2 radians ) : vec2
degrees ( vec3 radians ) : vec3
degrees ( vec4 radians ) : vec4
distance ( float p0, float p1 ) : float
distance ( vec2 p0, vec2 p1 ) : float
distance ( vec3 p0, vec3 p1 ) : float
distance ( vec4 p0, vec4 p1 ) : float
dot ( float x, float y ) : float
dot ( vec2 x, vec2 y ) : float
dot ( vec3 x, vec3 y ) : float
dot ( vec4 x, vec4 y ) : float
equal ( bvec2 x, bvec2 y ) : bvec2
equal ( ivec2 x, ivec2 y ) : bvec2
equal ( vec2 x, vec2 y ) : bvec2
equal ( bvec3 x, bvec3 y ) : bvec3
equal ( ivec3 x, ivec3 y ) : bvec3
equal ( vec3 x, vec3 y ) : bvec3
equal ( bvec4 x, bvec4 y ) : bvec4
equal ( ivec4 x, ivec4 y ) : bvec4
equal ( vec4 x, vec4 y ) : bvec4
exp ( float x ) : float
exp ( vec2 x ) : vec2
exp ( vec3 x ) : vec3
exp ( vec4 x ) : vec4
exp2 ( float x ) : float
exp2 ( vec2 x ) : vec2
exp2 ( vec3 x ) : vec3
exp2 ( vec4 x ) : vec4
faceforward ( float N, float I, float Nref ) : float
faceforward ( vec2 N, vec2 I, vec2 Nref ) : vec2
faceforward ( vec3 N, vec3 I, vec3 Nref ) : vec3
faceforward ( vec4 N, vec4 I, vec4 Nref ) : vec4
floor ( float x ) : float
floor ( vec2 x ) : vec2
floor ( vec3 x ) : vec3
floor ( vec4 x ) : vec4
fract ( float x ) : float
fract ( vec2 x ) : vec2
fract ( vec3 x ) : vec3
fract ( vec4 x ) : vec4
greaterThan ( ivec2 x, ivec2 y ) : bvec2
greaterThan ( vec2 x, vec2 y ) : bvec2
greaterThan ( ivec3 x, ivec3 y ) : bvec3
greaterThan ( vec3 x, vec3 y ) : bvec3
greaterThan ( ivec4 x, ivec4 y ) : bvec4
greaterThan ( vec4 x, vec4 y ) : bvec4
greaterThanEqual ( ivec2 x, ivec2 y ) : bvec2
greaterThanEqual ( vec2 x, vec2 y ) : bvec2
greaterThanEqual ( ivec3 x, ivec3 y ) : bvec3
greaterThanEqual ( vec3 x, vec3 y ) : bvec3
greaterThanEqual ( ivec4 x, ivec4 y ) : bvec4
greaterThanEqual ( vec4 x, vec4 y ) : bvec4
inverse ( mat2 m ) : mat2
inverse ( mat3 m ) : mat3
inverse ( mat4 m ) : mat4
inversesqrt ( float x ) : float
inversesqrt ( vec2 x ) : vec2
inversesqrt ( vec3 x ) : vec3
inversesqrt ( vec4 x ) : vec4
isinf ( float x ) : bool
isinf ( vec2 x ) : bvec2
isinf ( vec3 x ) : bvec3
isinf ( vec4 x ) : bvec4
isnan ( float x ) : bool
isnan ( vec2 x ) : bvec2
isnan ( vec3 x ) : bvec3
isnan ( vec4 x ) : bvec4
length ( float x ) : float
length ( vec2 x ) : float
length ( vec3 x ) : float
length ( vec4 x ) : float
lessThan ( ivec2 x, ivec2 y ) : bvec2
lessThan ( vec2 x, vec2 y ) : bvec2
lessThan ( ivec3 x, ivec3 y ) : bvec3
lessThan ( vec3 x, vec3 y ) : bvec3
lessThan ( ivec4 x, ivec4 y ) : bvec4
lessThan ( vec4 x, vec4 y ) : bvec4
lessThanEqual ( ivec2 x, ivec2 y ) : bvec2
lessThanEqual ( vec2 x, vec2 y ) : bvec2
lessThanEqual ( ivec3 x, ivec3 y ) : bvec3
lessThanEqual ( vec3 x, vec3 y ) : bvec3
lessThanEqual ( ivec4 x, ivec4 y ) : bvec4
lessThanEqual ( vec4 x, vec4 y ) : bvec4
log ( float x ) : float
log ( vec2 x ) : vec2
log ( vec3 x ) : vec3
log ( vec4 x ) : vec4
log2 ( float x ) : float
log2 ( vec2 x ) : vec2
log2 ( vec3 x ) : vec3
log2 ( vec4 x ) : vec4
matrixCompMult ( mat2 x, mat2 y ) : mat2
matrixCompMult ( mat3 x, mat3 y ) : mat3
matrixCompMult ( mat4 x, mat4 y ) : mat4
max ( float x, float y ) : float
max ( int x, int y ) : int
max ( ivec2 x, int y ) : ivec2
max ( ivec2 x, ivec2 y ) : ivec2
max ( ivec3 x, int y ) : ivec3
max ( ivec3 x, ivec3 y ) : ivec3
max ( ivec4 x, int y ) : ivec4
max ( ivec4 x, ivec4 y ) : ivec4
max ( uint x, uint y ) : uint
max ( uvec2 x, uint y ) : uvec2
max ( uvec2 x, uvec2 y ) : uvec2
max ( uvec3 x, uint y ) : uvec3
max ( uvec3 x, uvec3 y ) : uvec3
max ( uvec4 x, uint y ) : uvec4
max ( uvec4 x, uvec4 y ) : uvec4
max ( vec2 x, float y ) : vec2
max ( vec2 x, vec2 y ) : vec2
max ( vec3 x, float y ) : vec3
max ( vec3 x, vec3 y ) : vec3
max ( vec4 x, float y ) : vec4
max ( vec4 x, vec4 y ) : vec4
min ( float x, float y ) : float
min ( int x, int y ) : int
min ( ivec2 x, int y ) : ivec2
min ( ivec2 x, ivec2 y ) : ivec2
min ( ivec3 x, int y ) : ivec3
min ( ivec3 x, ivec3 y ) : ivec3
min ( ivec4 x, int y ) : ivec4
min ( ivec4 x, ivec4 y ) : ivec4
min ( uint x, uint y ) : uint
min ( uvec2 x, uint y ) : uvec2
min ( uvec2 x, uvec2 y ) : uvec2
min ( uvec3 x, uint y ) : uvec3
min ( uvec3 x, uvec3 y ) : uvec3
min ( uvec4 x, uint y ) : uvec4
min ( uvec4 x, uvec4 y ) : uvec4
min ( vec2 x, float y ) : vec2
min ( vec2 x, vec2 y ) : vec2
min ( vec3 x, float y ) : vec3
min ( vec3 x, vec3 y ) : vec3
min ( vec4 x, float y ) : vec4
min ( vec4 x, vec4 y ) : vec4
mix ( float x, float y, float a ) : float
mix ( vec2 x, vec2 y, float a ) : vec2
mix ( vec2 x, vec2 y, vec2 a ) : vec2
mix ( vec3 x, vec3 y, float a ) : vec3
mix ( vec3 x, vec3 y, vec3 a ) : vec3
mix ( vec4 x, vec4 y, float a ) : vec4
mix ( vec4 x, vec4 y, vec4 a ) : vec4
mod ( float x, float y ) : float
mod ( vec2 x, float y ) : vec2
mod ( vec2 x, vec2 y ) : vec2
mod ( vec3 x, float y ) : vec3
mod ( vec3 x, vec3 y ) : vec3
mod ( vec4 x, float y ) : vec4
mod ( vec4 x, vec4 y ) : vec4
noise1 ( float x ) : float
noise1 ( vec2 x ) : float
noise1 ( vec3 x ) : float
noise1 ( vec4 x ) : float
noise2 ( float x ) : vec2
noise2 ( vec2 x ) : vec2
noise2 ( vec3 x ) : vec2
noise2 ( vec4 x ) : vec2
noise3 ( float x ) : vec3
noise3 ( vec2 x ) : vec3
noise3 ( vec3 x ) : vec3
noise3 ( vec4 x ) : vec3
noise4 ( float x ) : vec4
noise4 ( vec2 x ) : vec4
noise4 ( vec3 x ) : vec4
noise4 ( vec4 x ) : vec4
normalize ( float x ) : float
normalize ( vec2 x ) : vec2
normalize ( vec3 x ) : vec3
normalize ( vec4 x ) : vec4
not ( bvec2 x ) : bvec2
not ( bvec3 x ) : bvec3
not ( bvec4 x ) : bvec4
notEqual ( bvec2 x, bvec2 y ) : bvec2
notEqual ( ivec2 x, ivec2 y ) : bvec2
notEqual ( vec2 x, vec2 y ) : bvec2
notEqual ( bvec3 x, bvec3 y ) : bvec3
notEqual ( ivec3 x, ivec3 y ) : bvec3
notEqual ( vec3 x, vec3 y ) : bvec3
notEqual ( bvec4 x, bvec4 y ) : bvec4
notEqual ( ivec4 x, ivec4 y ) : bvec4
notEqual ( vec4 x, vec4 y ) : bvec4
outerProcuct ( vec4 c, vec4 r ) : mat4
outerProduct ( vec2 c, vec2 r ) : mat2
outerProduct ( vec3 c, vec3 r ) : mat3
pow ( float x, float y ) : float
pow ( vec2 x, vec2 y ) : vec2
pow ( vec3 x, vec3 y ) : vec3
pow ( vec4 x, vec4 y ) : vec4
radians ( float degrees ) : float
radians ( vec2 degrees ) : vec2
radians ( vec3 degrees ) : vec3
radians ( vec4 degrees ) : vec4
reflect ( float I, float N ) : float
reflect ( vec2 I, vec2 N ) : vec2
reflect ( vec3 I, vec3 N ) : vec3
reflect ( vec4 I, vec4 N ) : vec4
refract ( float I, float N, float eta ) : float
refract ( vec2 I, vec2 N, float eta ) : vec2
refract ( vec3 I, vec3 N, float eta ) : vec3
refract ( vec4 I, vec4 N, float eta ) : vec4
round ( float x ) : float
round ( vec2 x ) : vec2
round ( vec3 x ) : vec3
round ( vec4 x ) : vec4
roundeven ( float x ) : float
roundeven ( vec2 x ) : vec2
roundeven ( vec3 x ) : vec3
roundeven ( vec4 x ) : vec4
sign ( float x ) : float
sign ( int x ) : int
sign ( ivec2 x ) : ivec2
sign ( ivec3 x ) : ivec3
sign ( ivec4 x ) : ivec4
sign ( vec2 x ) : vec2
sign ( vec3 x ) : vec3
sign ( vec4 x ) : vec4
sin ( float radians ) : float
sin ( vec2 radians ) : vec2
sin ( vec3 radians ) : vec3
sin ( vec4 radians ) : vec4
sinh ( float x ) : float
sinh ( vec2 x ) : vec2
sinh ( vec3 x ) : vec3
sinh ( vec4 x ) : vec4
smoothstep ( float edge0, float edge1, float x ) : float
smoothstep ( float edge0, float edge1, vec2 x ) : vec2
smoothstep ( vec2 edge0, vec2 edge1, vec2 x ) : vec2
smoothstep ( float edge0, float edge1, vec3 x ) : vec3
smoothstep ( vec3 edge0, vec3 edge1, vec3 x ) : vec3
smoothstep ( float edge0, float edge1, vec4 x ) : vec4
smoothstep ( vec4 edge0, vec4 edge1, vec4 x ) : vec4
sqrt ( float x ) : float
sqrt ( vec2 x ) : vec2
sqrt ( vec3 x ) : vec3
sqrt ( vec4 x ) : vec4
step ( float edge, float x ) : float
step ( float edge, vec2 x ) : vec2
step ( vec2 edge, vec2 x ) : vec2
step ( float edge, vec3 x ) : vec3
step ( vec3 edge, vec3 x ) : vec3
step ( float edge, vec4 x ) : vec4
step ( vec4 edge, vec4 x ) : vec4
tan ( float radians ) : float
tan ( vec2 radians ) : vec2
tan ( vec3 radians ) : vec3
tan ( vec4 radians ) : vec4
tanh ( float x ) : float
tanh ( vec2 x ) : vec2
tanh ( vec3 x ) : vec3
tanh ( vec4 x ) : vec4
texture ( sampler1D sampler, float coord ) : vec4
texture ( sampler2D sampler, vec2 coord ) : vec4
texture ( sampler3D sampler, vec3 coord ) : vec4
transpose ( mat2 m ) : mat2
transpose ( mat3x2 m ) : mat2x3
transpose ( mat4x2 m ) : mat2x4
transpose ( mat3 m ) : mat3
transpose ( mat2x3 m ) : mat3x2
transpose ( mat4x3 m ) : mat3x4
transpose ( mat4 m ) : mat4
transpose ( mat2x4 m ) : mat4x2
transpose ( mat3x4 m ) : mat4x3
trunc ( float x ) : float
trunc ( vec2 x ) : vec2
trunc ( vec3 x ) : vec3
trunc ( vec4 x ) : vec4

Private Methods

Method Description
herm ( float edge0, float edge1, float x ) : float

Method Details

abs() public static method

public static abs ( double x ) : float
x double
return float

abs() public static method

public static abs ( float x ) : float
x float
return float

abs() public static method

public static abs ( int x ) : int
x int
return int

abs() public static method

public static abs ( ivec2 x ) : ivec2
x NewTOAPIA.Graphics.ivec2
return NewTOAPIA.Graphics.ivec2

abs() public static method

public static abs ( ivec3 x ) : ivec3
x NewTOAPIA.Graphics.ivec3
return NewTOAPIA.Graphics.ivec3

abs() public static method

public static abs ( ivec4 x ) : ivec4
x NewTOAPIA.Graphics.ivec4
return NewTOAPIA.Graphics.ivec4

abs() public static method

public static abs ( vec2 x ) : vec2
x vec2
return vec2

abs() public static method

public static abs ( vec3 x ) : vec3
x vec3
return vec3

abs() public static method

public static abs ( vec4 x ) : vec4
x vec4
return vec4

acos() public static method

public static acos ( float x ) : float
x float
return float

acos() public static method

public static acos ( vec2 x ) : vec2
x vec2
return vec2

acos() public static method

public static acos ( vec3 x ) : vec3
x vec3
return vec3

acos() public static method

public static acos ( vec4 x ) : vec4
x vec4
return vec4

acosh() public static method

public static acosh ( float x ) : float
x float
return float

acosh() public static method

public static acosh ( vec2 x ) : vec2
x vec2
return vec2

acosh() public static method

public static acosh ( vec3 x ) : vec3
x vec3
return vec3

acosh() public static method

public static acosh ( vec4 x ) : vec4
x vec4
return vec4

all() public static method

public static all ( bvec2 x ) : bool
x bvec2
return bool

all() public static method

public static all ( bvec3 x ) : bool
x bvec3
return bool

all() public static method

public static all ( bvec4 x ) : bool
x bvec4
return bool

any() public static method

public static any ( bvec2 x ) : bool
x bvec2
return bool

any() public static method

public static any ( bvec3 x ) : bool
x bvec3
return bool

any() public static method

public static any ( bvec4 x ) : bool
x bvec4
return bool

asin() public static method

public static asin ( float x ) : float
x float
return float

asin() public static method

public static asin ( vec2 x ) : vec2
x vec2
return vec2

asin() public static method

public static asin ( vec3 x ) : vec3
x vec3
return vec3

asin() public static method

public static asin ( vec4 x ) : vec4
x vec4
return vec4

asinh() public static method

public static asinh ( float x ) : float
x float
return float

asinh() public static method

public static asinh ( vec2 x ) : vec2
x vec2
return vec2

asinh() public static method

public static asinh ( vec3 x ) : vec3
x vec3
return vec3

asinh() public static method

public static asinh ( vec4 x ) : vec4
x vec4
return vec4

atan() public static method

public static atan ( float y_over_x ) : float
y_over_x float
return float

atan() public static method

public static atan ( float y, float x ) : float
y float
x float
return float

atan() public static method

public static atan ( vec2 y_over_x ) : vec2
y_over_x vec2
return vec2

atan() public static method

public static atan ( vec2 y, vec2 x ) : vec2
y vec2
x vec2
return vec2

atan() public static method

public static atan ( vec3 y_over_x ) : vec3
y_over_x vec3
return vec3

atan() public static method

public static atan ( vec3 y, vec3 x ) : vec3
y vec3
x vec3
return vec3

atan() public static method

public static atan ( vec4 y_over_x ) : vec4
y_over_x vec4
return vec4

atan() public static method

public static atan ( vec4 y, vec4 x ) : vec4
y vec4
x vec4
return vec4

atanh() public static method

public static atanh ( float x ) : float
x float
return float

atanh() public static method

public static atanh ( vec2 x ) : vec2
x vec2
return vec2

atanh() public static method

public static atanh ( vec3 x ) : vec3
x vec3
return vec3

atanh() public static method

public static atanh ( vec4 x ) : vec4
x vec4
return vec4

ceil() public static method

public static ceil ( float x ) : float
x float
return float

ceil() public static method

public static ceil ( vec2 x ) : vec2
x vec2
return vec2

ceil() public static method

public static ceil ( vec3 x ) : vec3
x vec3
return vec3

ceil() public static method

public static ceil ( vec4 x ) : vec4
x vec4
return vec4

clamp() public static method

public static clamp ( float x, float minVal, float maxVal ) : float
x float
minVal float
maxVal float
return float

clamp() public static method

public static clamp ( int x, int minVal, int maxVal ) : int
x int
minVal int
maxVal int
return int

clamp() public static method

public static clamp ( ivec2 x, int minVal, int maxVal ) : ivec2
x NewTOAPIA.Graphics.ivec2
minVal int
maxVal int
return NewTOAPIA.Graphics.ivec2

clamp() public static method

public static clamp ( ivec2 x, ivec2 minVal, ivec2 maxVal ) : ivec2
x NewTOAPIA.Graphics.ivec2
minVal NewTOAPIA.Graphics.ivec2
maxVal NewTOAPIA.Graphics.ivec2
return NewTOAPIA.Graphics.ivec2

clamp() public static method

public static clamp ( ivec3 x, int minVal, int maxVal ) : ivec3
x NewTOAPIA.Graphics.ivec3
minVal int
maxVal int
return NewTOAPIA.Graphics.ivec3

clamp() public static method

public static clamp ( ivec3 x, ivec3 minVal, ivec3 maxVal ) : ivec3
x NewTOAPIA.Graphics.ivec3
minVal NewTOAPIA.Graphics.ivec3
maxVal NewTOAPIA.Graphics.ivec3
return NewTOAPIA.Graphics.ivec3

clamp() public static method

public static clamp ( ivec4 x, int minVal, int maxVal ) : ivec4
x NewTOAPIA.Graphics.ivec4
minVal int
maxVal int
return NewTOAPIA.Graphics.ivec4

clamp() public static method

public static clamp ( ivec4 x, ivec4 minVal, ivec4 maxVal ) : ivec4
x NewTOAPIA.Graphics.ivec4
minVal NewTOAPIA.Graphics.ivec4
maxVal NewTOAPIA.Graphics.ivec4
return NewTOAPIA.Graphics.ivec4

clamp() public static method

public static clamp ( uint x, uint minVal, uint maxVal ) : uint
x uint
minVal uint
maxVal uint
return uint

clamp() public static method

public static clamp ( uvec2 x, uint minVal, uint maxVal ) : uvec2
x NewTOAPIA.Graphics.uvec2
minVal uint
maxVal uint
return NewTOAPIA.Graphics.uvec2

clamp() public static method

public static clamp ( uvec2 x, uvec2 minVal, uvec2 maxVal ) : uvec2
x NewTOAPIA.Graphics.uvec2
minVal NewTOAPIA.Graphics.uvec2
maxVal NewTOAPIA.Graphics.uvec2
return NewTOAPIA.Graphics.uvec2

clamp() public static method

public static clamp ( uvec3 x, uint minVal, uint maxVal ) : uvec3
x NewTOAPIA.Graphics.uvec3
minVal uint
maxVal uint
return NewTOAPIA.Graphics.uvec3

clamp() public static method

public static clamp ( uvec3 x, uvec3 minVal, uvec3 maxVal ) : uvec3
x NewTOAPIA.Graphics.uvec3
minVal NewTOAPIA.Graphics.uvec3
maxVal NewTOAPIA.Graphics.uvec3
return NewTOAPIA.Graphics.uvec3

clamp() public static method

public static clamp ( uvec4 x, uint minVal, uint maxVal ) : uvec4
x NewTOAPIA.Graphics.uvec4
minVal uint
maxVal uint
return NewTOAPIA.Graphics.uvec4

clamp() public static method

public static clamp ( uvec4 x, uvec4 minVal, uvec4 maxVal ) : uvec4
x NewTOAPIA.Graphics.uvec4
minVal NewTOAPIA.Graphics.uvec4
maxVal NewTOAPIA.Graphics.uvec4
return NewTOAPIA.Graphics.uvec4

clamp() public static method

public static clamp ( vec2 x, float minVal, float maxVal ) : vec2
x vec2
minVal float
maxVal float
return vec2

clamp() public static method

public static clamp ( vec2 x, vec2 minVal, vec2 maxVal ) : vec2
x vec2
minVal vec2
maxVal vec2
return vec2

clamp() public static method

public static clamp ( vec3 x, float minVal, float maxVal ) : vec3
x vec3
minVal float
maxVal float
return vec3

clamp() public static method

public static clamp ( vec3 x, vec3 minVal, vec3 maxVal ) : vec3
x vec3
minVal vec3
maxVal vec3
return vec3

clamp() public static method

public static clamp ( vec4 x, float minVal, float maxVal ) : vec4
x vec4
minVal float
maxVal float
return vec4

clamp() public static method

public static clamp ( vec4 x, vec4 minVal, vec4 maxVal ) : vec4
x vec4
minVal vec4
maxVal vec4
return vec4

cos() public static method

public static cos ( float radians ) : float
radians float
return float

cos() public static method

public static cos ( vec2 radians ) : vec2
radians vec2
return vec2

cos() public static method

public static cos ( vec3 radians ) : vec3
radians vec3
return vec3

cos() public static method

public static cos ( vec4 radians ) : vec4
radians vec4
return vec4

cosh() public static method

public static cosh ( float x ) : float
x float
return float

cosh() public static method

public static cosh ( vec2 x ) : vec2
x vec2
return vec2

cosh() public static method

public static cosh ( vec3 x ) : vec3
x vec3
return vec3

cosh() public static method

public static cosh ( vec4 x ) : vec4
x vec4
return vec4

cross() public static method

public static cross ( vec3 x, vec3 y ) : vec3
x vec3
y vec3
return vec3

degrees() public static method

public static degrees ( float radians ) : float
radians float
return float

degrees() public static method

public static degrees ( vec2 radians ) : vec2
radians vec2
return vec2

degrees() public static method

public static degrees ( vec3 radians ) : vec3
radians vec3
return vec3

degrees() public static method

public static degrees ( vec4 radians ) : vec4
radians vec4
return vec4

distance() public static method

public static distance ( float p0, float p1 ) : float
p0 float
p1 float
return float

distance() public static method

public static distance ( vec2 p0, vec2 p1 ) : float
p0 vec2
p1 vec2
return float

distance() public static method

public static distance ( vec3 p0, vec3 p1 ) : float
p0 vec3
p1 vec3
return float

distance() public static method

public static distance ( vec4 p0, vec4 p1 ) : float
p0 vec4
p1 vec4
return float

dot() public static method

public static dot ( float x, float y ) : float
x float
y float
return float

dot() public static method

public static dot ( vec2 x, vec2 y ) : float
x vec2
y vec2
return float

dot() public static method

public static dot ( vec3 x, vec3 y ) : float
x vec3
y vec3
return float

dot() public static method

public static dot ( vec4 x, vec4 y ) : float
x vec4
y vec4
return float

equal() public static method

public static equal ( bvec2 x, bvec2 y ) : bvec2
x bvec2
y bvec2
return bvec2

equal() public static method

public static equal ( ivec2 x, ivec2 y ) : bvec2
x NewTOAPIA.Graphics.ivec2
y NewTOAPIA.Graphics.ivec2
return bvec2

equal() public static method

public static equal ( vec2 x, vec2 y ) : bvec2
x vec2
y vec2
return bvec2

equal() public static method

public static equal ( bvec3 x, bvec3 y ) : bvec3
x bvec3
y bvec3
return bvec3

equal() public static method

public static equal ( ivec3 x, ivec3 y ) : bvec3
x NewTOAPIA.Graphics.ivec3
y NewTOAPIA.Graphics.ivec3
return bvec3

equal() public static method

public static equal ( vec3 x, vec3 y ) : bvec3
x vec3
y vec3
return bvec3

equal() public static method

public static equal ( bvec4 x, bvec4 y ) : bvec4
x bvec4
y bvec4
return bvec4

equal() public static method

public static equal ( ivec4 x, ivec4 y ) : bvec4
x NewTOAPIA.Graphics.ivec4
y NewTOAPIA.Graphics.ivec4
return bvec4

equal() public static method

public static equal ( vec4 x, vec4 y ) : bvec4
x vec4
y vec4
return bvec4

exp() public static method

public static exp ( float x ) : float
x float
return float

exp() public static method

public static exp ( vec2 x ) : vec2
x vec2
return vec2

exp() public static method

public static exp ( vec3 x ) : vec3
x vec3
return vec3

exp() public static method

public static exp ( vec4 x ) : vec4
x vec4
return vec4

exp2() public static method

public static exp2 ( float x ) : float
x float
return float

exp2() public static method

public static exp2 ( vec2 x ) : vec2
x vec2
return vec2

exp2() public static method

public static exp2 ( vec3 x ) : vec3
x vec3
return vec3

exp2() public static method

public static exp2 ( vec4 x ) : vec4
x vec4
return vec4

faceforward() public static method

public static faceforward ( float N, float I, float Nref ) : float
N float
I float
Nref float
return float

faceforward() public static method

public static faceforward ( vec2 N, vec2 I, vec2 Nref ) : vec2
N vec2
I vec2
Nref vec2
return vec2

faceforward() public static method

public static faceforward ( vec3 N, vec3 I, vec3 Nref ) : vec3
N vec3
I vec3
Nref vec3
return vec3

faceforward() public static method

public static faceforward ( vec4 N, vec4 I, vec4 Nref ) : vec4
N vec4
I vec4
Nref vec4
return vec4

floor() public static method

public static floor ( float x ) : float
x float
return float

floor() public static method

public static floor ( vec2 x ) : vec2
x vec2
return vec2

floor() public static method

public static floor ( vec3 x ) : vec3
x vec3
return vec3

floor() public static method

public static floor ( vec4 x ) : vec4
x vec4
return vec4

fract() public static method

public static fract ( float x ) : float
x float
return float

fract() public static method

public static fract ( vec2 x ) : vec2
x vec2
return vec2

fract() public static method

public static fract ( vec3 x ) : vec3
x vec3
return vec3

fract() public static method

public static fract ( vec4 x ) : vec4
x vec4
return vec4

greaterThan() public static method

public static greaterThan ( ivec2 x, ivec2 y ) : bvec2
x NewTOAPIA.Graphics.ivec2
y NewTOAPIA.Graphics.ivec2
return bvec2

greaterThan() public static method

public static greaterThan ( vec2 x, vec2 y ) : bvec2
x vec2
y vec2
return bvec2

greaterThan() public static method

public static greaterThan ( ivec3 x, ivec3 y ) : bvec3
x NewTOAPIA.Graphics.ivec3
y NewTOAPIA.Graphics.ivec3
return bvec3

greaterThan() public static method

public static greaterThan ( vec3 x, vec3 y ) : bvec3
x vec3
y vec3
return bvec3

greaterThan() public static method

public static greaterThan ( ivec4 x, ivec4 y ) : bvec4
x NewTOAPIA.Graphics.ivec4
y NewTOAPIA.Graphics.ivec4
return bvec4

greaterThan() public static method

public static greaterThan ( vec4 x, vec4 y ) : bvec4
x vec4
y vec4
return bvec4

greaterThanEqual() public static method

public static greaterThanEqual ( ivec2 x, ivec2 y ) : bvec2
x NewTOAPIA.Graphics.ivec2
y NewTOAPIA.Graphics.ivec2
return bvec2

greaterThanEqual() public static method

public static greaterThanEqual ( vec2 x, vec2 y ) : bvec2
x vec2
y vec2
return bvec2

greaterThanEqual() public static method

public static greaterThanEqual ( ivec3 x, ivec3 y ) : bvec3
x NewTOAPIA.Graphics.ivec3
y NewTOAPIA.Graphics.ivec3
return bvec3

greaterThanEqual() public static method

public static greaterThanEqual ( vec3 x, vec3 y ) : bvec3
x vec3
y vec3
return bvec3

greaterThanEqual() public static method

public static greaterThanEqual ( ivec4 x, ivec4 y ) : bvec4
x NewTOAPIA.Graphics.ivec4
y NewTOAPIA.Graphics.ivec4
return bvec4

greaterThanEqual() public static method

public static greaterThanEqual ( vec4 x, vec4 y ) : bvec4
x vec4
y vec4
return bvec4

inverse() public static method

public static inverse ( mat2 m ) : mat2
m NewTOAPIA.Graphics.mat2
return NewTOAPIA.Graphics.mat2

inverse() public static method

public static inverse ( mat3 m ) : mat3
m NewTOAPIA.Graphics.mat3
return NewTOAPIA.Graphics.mat3

inverse() public static method

public static inverse ( mat4 m ) : mat4
m NewTOAPIA.Graphics.mat4
return NewTOAPIA.Graphics.mat4

inversesqrt() public static method

public static inversesqrt ( float x ) : float
x float
return float

inversesqrt() public static method

public static inversesqrt ( vec2 x ) : vec2
x vec2
return vec2

inversesqrt() public static method

public static inversesqrt ( vec3 x ) : vec3
x vec3
return vec3

inversesqrt() public static method

public static inversesqrt ( vec4 x ) : vec4
x vec4
return vec4

isinf() public static method

public static isinf ( float x ) : bool
x float
return bool

isinf() public static method

public static isinf ( vec2 x ) : bvec2
x vec2
return bvec2

isinf() public static method

public static isinf ( vec3 x ) : bvec3
x vec3
return bvec3

isinf() public static method

public static isinf ( vec4 x ) : bvec4
x vec4
return bvec4

isnan() public static method

public static isnan ( float x ) : bool
x float
return bool

isnan() public static method

public static isnan ( vec2 x ) : bvec2
x vec2
return bvec2

isnan() public static method

public static isnan ( vec3 x ) : bvec3
x vec3
return bvec3

isnan() public static method

public static isnan ( vec4 x ) : bvec4
x vec4
return bvec4

length() public static method

public static length ( float x ) : float
x float
return float

length() public static method

public static length ( vec2 x ) : float
x vec2
return float

length() public static method

public static length ( vec3 x ) : float
x vec3
return float

length() public static method

public static length ( vec4 x ) : float
x vec4
return float

lessThan() public static method

public static lessThan ( ivec2 x, ivec2 y ) : bvec2
x NewTOAPIA.Graphics.ivec2
y NewTOAPIA.Graphics.ivec2
return bvec2

lessThan() public static method

public static lessThan ( vec2 x, vec2 y ) : bvec2
x vec2
y vec2
return bvec2

lessThan() public static method

public static lessThan ( ivec3 x, ivec3 y ) : bvec3
x NewTOAPIA.Graphics.ivec3
y NewTOAPIA.Graphics.ivec3
return bvec3

lessThan() public static method

public static lessThan ( vec3 x, vec3 y ) : bvec3
x vec3
y vec3
return bvec3

lessThan() public static method

public static lessThan ( ivec4 x, ivec4 y ) : bvec4
x NewTOAPIA.Graphics.ivec4
y NewTOAPIA.Graphics.ivec4
return bvec4

lessThan() public static method

public static lessThan ( vec4 x, vec4 y ) : bvec4
x vec4
y vec4
return bvec4

lessThanEqual() public static method

public static lessThanEqual ( ivec2 x, ivec2 y ) : bvec2
x NewTOAPIA.Graphics.ivec2
y NewTOAPIA.Graphics.ivec2
return bvec2

lessThanEqual() public static method

public static lessThanEqual ( vec2 x, vec2 y ) : bvec2
x vec2
y vec2
return bvec2

lessThanEqual() public static method

public static lessThanEqual ( ivec3 x, ivec3 y ) : bvec3
x NewTOAPIA.Graphics.ivec3
y NewTOAPIA.Graphics.ivec3
return bvec3

lessThanEqual() public static method

public static lessThanEqual ( vec3 x, vec3 y ) : bvec3
x vec3
y vec3
return bvec3

lessThanEqual() public static method

public static lessThanEqual ( ivec4 x, ivec4 y ) : bvec4
x NewTOAPIA.Graphics.ivec4
y NewTOAPIA.Graphics.ivec4
return bvec4

lessThanEqual() public static method

public static lessThanEqual ( vec4 x, vec4 y ) : bvec4
x vec4
y vec4
return bvec4

log() public static method

public static log ( float x ) : float
x float
return float

log() public static method

public static log ( vec2 x ) : vec2
x vec2
return vec2

log() public static method

public static log ( vec3 x ) : vec3
x vec3
return vec3

log() public static method

public static log ( vec4 x ) : vec4
x vec4
return vec4

log2() public static method

public static log2 ( float x ) : float
x float
return float

log2() public static method

public static log2 ( vec2 x ) : vec2
x vec2
return vec2

log2() public static method

public static log2 ( vec3 x ) : vec3
x vec3
return vec3

log2() public static method

public static log2 ( vec4 x ) : vec4
x vec4
return vec4

matrixCompMult() public static method

public static matrixCompMult ( mat2 x, mat2 y ) : mat2
x NewTOAPIA.Graphics.mat2
y NewTOAPIA.Graphics.mat2
return NewTOAPIA.Graphics.mat2

matrixCompMult() public static method

public static matrixCompMult ( mat3 x, mat3 y ) : mat3
x NewTOAPIA.Graphics.mat3
y NewTOAPIA.Graphics.mat3
return NewTOAPIA.Graphics.mat3

matrixCompMult() public static method

public static matrixCompMult ( mat4 x, mat4 y ) : mat4
x NewTOAPIA.Graphics.mat4
y NewTOAPIA.Graphics.mat4
return NewTOAPIA.Graphics.mat4

max() public static method

public static max ( float x, float y ) : float
x float
y float
return float

max() public static method

public static max ( int x, int y ) : int
x int
y int
return int

max() public static method

public static max ( ivec2 x, int y ) : ivec2
x NewTOAPIA.Graphics.ivec2
y int
return NewTOAPIA.Graphics.ivec2

max() public static method

public static max ( ivec2 x, ivec2 y ) : ivec2
x NewTOAPIA.Graphics.ivec2
y NewTOAPIA.Graphics.ivec2
return NewTOAPIA.Graphics.ivec2

max() public static method

public static max ( ivec3 x, int y ) : ivec3
x NewTOAPIA.Graphics.ivec3
y int
return NewTOAPIA.Graphics.ivec3

max() public static method

public static max ( ivec3 x, ivec3 y ) : ivec3
x NewTOAPIA.Graphics.ivec3
y NewTOAPIA.Graphics.ivec3
return NewTOAPIA.Graphics.ivec3

max() public static method

public static max ( ivec4 x, int y ) : ivec4
x NewTOAPIA.Graphics.ivec4
y int
return NewTOAPIA.Graphics.ivec4

max() public static method

public static max ( ivec4 x, ivec4 y ) : ivec4
x NewTOAPIA.Graphics.ivec4
y NewTOAPIA.Graphics.ivec4
return NewTOAPIA.Graphics.ivec4

max() public static method

public static max ( uint x, uint y ) : uint
x uint
y uint
return uint

max() public static method

public static max ( uvec2 x, uint y ) : uvec2
x NewTOAPIA.Graphics.uvec2
y uint
return NewTOAPIA.Graphics.uvec2

max() public static method

public static max ( uvec2 x, uvec2 y ) : uvec2
x NewTOAPIA.Graphics.uvec2
y NewTOAPIA.Graphics.uvec2
return NewTOAPIA.Graphics.uvec2

max() public static method

public static max ( uvec3 x, uint y ) : uvec3
x NewTOAPIA.Graphics.uvec3
y uint
return NewTOAPIA.Graphics.uvec3

max() public static method

public static max ( uvec3 x, uvec3 y ) : uvec3
x NewTOAPIA.Graphics.uvec3
y NewTOAPIA.Graphics.uvec3
return NewTOAPIA.Graphics.uvec3

max() public static method

public static max ( uvec4 x, uint y ) : uvec4
x NewTOAPIA.Graphics.uvec4
y uint
return NewTOAPIA.Graphics.uvec4

max() public static method

public static max ( uvec4 x, uvec4 y ) : uvec4
x NewTOAPIA.Graphics.uvec4
y NewTOAPIA.Graphics.uvec4
return NewTOAPIA.Graphics.uvec4

max() public static method

public static max ( vec2 x, float y ) : vec2
x vec2
y float
return vec2

max() public static method

public static max ( vec2 x, vec2 y ) : vec2
x vec2
y vec2
return vec2

max() public static method

public static max ( vec3 x, float y ) : vec3
x vec3
y float
return vec3

max() public static method

public static max ( vec3 x, vec3 y ) : vec3
x vec3
y vec3
return vec3

max() public static method

public static max ( vec4 x, float y ) : vec4
x vec4
y float
return vec4

max() public static method

public static max ( vec4 x, vec4 y ) : vec4
x vec4
y vec4
return vec4

min() public static method

public static min ( float x, float y ) : float
x float
y float
return float

min() public static method

public static min ( int x, int y ) : int
x int
y int
return int

min() public static method

public static min ( ivec2 x, int y ) : ivec2
x NewTOAPIA.Graphics.ivec2
y int
return NewTOAPIA.Graphics.ivec2

min() public static method

public static min ( ivec2 x, ivec2 y ) : ivec2
x NewTOAPIA.Graphics.ivec2
y NewTOAPIA.Graphics.ivec2
return NewTOAPIA.Graphics.ivec2

min() public static method

public static min ( ivec3 x, int y ) : ivec3
x NewTOAPIA.Graphics.ivec3
y int
return NewTOAPIA.Graphics.ivec3

min() public static method

public static min ( ivec3 x, ivec3 y ) : ivec3
x NewTOAPIA.Graphics.ivec3
y NewTOAPIA.Graphics.ivec3
return NewTOAPIA.Graphics.ivec3

min() public static method

public static min ( ivec4 x, int y ) : ivec4
x NewTOAPIA.Graphics.ivec4
y int
return NewTOAPIA.Graphics.ivec4

min() public static method

public static min ( ivec4 x, ivec4 y ) : ivec4
x NewTOAPIA.Graphics.ivec4
y NewTOAPIA.Graphics.ivec4
return NewTOAPIA.Graphics.ivec4

min() public static method

public static min ( uint x, uint y ) : uint
x uint
y uint
return uint

min() public static method

public static min ( uvec2 x, uint y ) : uvec2
x NewTOAPIA.Graphics.uvec2
y uint
return NewTOAPIA.Graphics.uvec2

min() public static method

public static min ( uvec2 x, uvec2 y ) : uvec2
x NewTOAPIA.Graphics.uvec2
y NewTOAPIA.Graphics.uvec2
return NewTOAPIA.Graphics.uvec2

min() public static method

public static min ( uvec3 x, uint y ) : uvec3
x NewTOAPIA.Graphics.uvec3
y uint
return NewTOAPIA.Graphics.uvec3

min() public static method

public static min ( uvec3 x, uvec3 y ) : uvec3
x NewTOAPIA.Graphics.uvec3
y NewTOAPIA.Graphics.uvec3
return NewTOAPIA.Graphics.uvec3

min() public static method

public static min ( uvec4 x, uint y ) : uvec4
x NewTOAPIA.Graphics.uvec4
y uint
return NewTOAPIA.Graphics.uvec4

min() public static method

public static min ( uvec4 x, uvec4 y ) : uvec4
x NewTOAPIA.Graphics.uvec4
y NewTOAPIA.Graphics.uvec4
return NewTOAPIA.Graphics.uvec4

min() public static method

public static min ( vec2 x, float y ) : vec2
x vec2
y float
return vec2

min() public static method

public static min ( vec2 x, vec2 y ) : vec2
x vec2
y vec2
return vec2

min() public static method

public static min ( vec3 x, float y ) : vec3
x vec3
y float
return vec3

min() public static method

public static min ( vec3 x, vec3 y ) : vec3
x vec3
y vec3
return vec3

min() public static method

public static min ( vec4 x, float y ) : vec4
x vec4
y float
return vec4

min() public static method

public static min ( vec4 x, vec4 y ) : vec4
x vec4
y vec4
return vec4

mix() public static method

public static mix ( float x, float y, float a ) : float
x float
y float
a float
return float

mix() public static method

public static mix ( vec2 x, vec2 y, float a ) : vec2
x vec2
y vec2
a float
return vec2

mix() public static method

public static mix ( vec2 x, vec2 y, vec2 a ) : vec2
x vec2
y vec2
a vec2
return vec2

mix() public static method

public static mix ( vec3 x, vec3 y, float a ) : vec3
x vec3
y vec3
a float
return vec3

mix() public static method

public static mix ( vec3 x, vec3 y, vec3 a ) : vec3
x vec3
y vec3
a vec3
return vec3

mix() public static method

public static mix ( vec4 x, vec4 y, float a ) : vec4
x vec4
y vec4
a float
return vec4

mix() public static method

public static mix ( vec4 x, vec4 y, vec4 a ) : vec4
x vec4
y vec4
a vec4
return vec4

mod() public static method

public static mod ( float x, float y ) : float
x float
y float
return float

mod() public static method

public static mod ( vec2 x, float y ) : vec2
x vec2
y float
return vec2

mod() public static method

public static mod ( vec2 x, vec2 y ) : vec2
x vec2
y vec2
return vec2

mod() public static method

public static mod ( vec3 x, float y ) : vec3
x vec3
y float
return vec3

mod() public static method

public static mod ( vec3 x, vec3 y ) : vec3
x vec3
y vec3
return vec3

mod() public static method

public static mod ( vec4 x, float y ) : vec4
x vec4
y float
return vec4

mod() public static method

public static mod ( vec4 x, vec4 y ) : vec4
x vec4
y vec4
return vec4

noise1() public static method

public static noise1 ( float x ) : float
x float
return float

noise1() public static method

public static noise1 ( vec2 x ) : float
x vec2
return float

noise1() public static method

public static noise1 ( vec3 x ) : float
x vec3
return float

noise1() public static method

public static noise1 ( vec4 x ) : float
x vec4
return float

noise2() public static method

public static noise2 ( float x ) : vec2
x float
return vec2

noise2() public static method

public static noise2 ( vec2 x ) : vec2
x vec2
return vec2

noise2() public static method

public static noise2 ( vec3 x ) : vec2
x vec3
return vec2

noise2() public static method

public static noise2 ( vec4 x ) : vec2
x vec4
return vec2

noise3() public static method

public static noise3 ( float x ) : vec3
x float
return vec3

noise3() public static method

public static noise3 ( vec2 x ) : vec3
x vec2
return vec3

noise3() public static method

public static noise3 ( vec3 x ) : vec3
x vec3
return vec3

noise3() public static method

public static noise3 ( vec4 x ) : vec3
x vec4
return vec3

noise4() public static method

public static noise4 ( float x ) : vec4
x float
return vec4

noise4() public static method

public static noise4 ( vec2 x ) : vec4
x vec2
return vec4

noise4() public static method

public static noise4 ( vec3 x ) : vec4
x vec3
return vec4

noise4() public static method

public static noise4 ( vec4 x ) : vec4
x vec4
return vec4

normalize() public static method

public static normalize ( float x ) : float
x float
return float

normalize() public static method

public static normalize ( vec2 x ) : vec2
x vec2
return vec2

normalize() public static method

public static normalize ( vec3 x ) : vec3
x vec3
return vec3

normalize() public static method

public static normalize ( vec4 x ) : vec4
x vec4
return vec4

not() public static method

public static not ( bvec2 x ) : bvec2
x bvec2
return bvec2

not() public static method

public static not ( bvec3 x ) : bvec3
x bvec3
return bvec3

not() public static method

public static not ( bvec4 x ) : bvec4
x bvec4
return bvec4

notEqual() public static method

public static notEqual ( bvec2 x, bvec2 y ) : bvec2
x bvec2
y bvec2
return bvec2

notEqual() public static method

public static notEqual ( ivec2 x, ivec2 y ) : bvec2
x ivec2
y ivec2
return bvec2

notEqual() public static method

public static notEqual ( vec2 x, vec2 y ) : bvec2
x vec2
y vec2
return bvec2

notEqual() public static method

public static notEqual ( bvec3 x, bvec3 y ) : bvec3
x bvec3
y bvec3
return bvec3

notEqual() public static method

public static notEqual ( ivec3 x, ivec3 y ) : bvec3
x ivec3
y ivec3
return bvec3

notEqual() public static method

public static notEqual ( vec3 x, vec3 y ) : bvec3
x vec3
y vec3
return bvec3

notEqual() public static method

public static notEqual ( bvec4 x, bvec4 y ) : bvec4
x bvec4
y bvec4
return bvec4

notEqual() public static method

public static notEqual ( ivec4 x, ivec4 y ) : bvec4
x ivec4
y ivec4
return bvec4

notEqual() public static method

public static notEqual ( vec4 x, vec4 y ) : bvec4
x vec4
y vec4
return bvec4

outerProcuct() public static method

public static outerProcuct ( vec4 c, vec4 r ) : mat4
c vec4
r vec4
return mat4

outerProduct() public static method

public static outerProduct ( vec2 c, vec2 r ) : mat2
c vec2
r vec2
return mat2

outerProduct() public static method

public static outerProduct ( vec3 c, vec3 r ) : mat3
c vec3
r vec3
return mat3

pow() public static method

public static pow ( float x, float y ) : float
x float
y float
return float

pow() public static method

public static pow ( vec2 x, vec2 y ) : vec2
x vec2
y vec2
return vec2

pow() public static method

public static pow ( vec3 x, vec3 y ) : vec3
x vec3
y vec3
return vec3

pow() public static method

public static pow ( vec4 x, vec4 y ) : vec4
x vec4
y vec4
return vec4

radians() public static method

public static radians ( float degrees ) : float
degrees float
return float

radians() public static method

public static radians ( vec2 degrees ) : vec2
degrees vec2
return vec2

radians() public static method

public static radians ( vec3 degrees ) : vec3
degrees vec3
return vec3

radians() public static method

public static radians ( vec4 degrees ) : vec4
degrees vec4
return vec4

reflect() public static method

public static reflect ( float I, float N ) : float
I float
N float
return float

reflect() public static method

public static reflect ( vec2 I, vec2 N ) : vec2
I vec2
N vec2
return vec2

reflect() public static method

public static reflect ( vec3 I, vec3 N ) : vec3
I vec3
N vec3
return vec3

reflect() public static method

public static reflect ( vec4 I, vec4 N ) : vec4
I vec4
N vec4
return vec4

refract() public static method

public static refract ( float I, float N, float eta ) : float
I float
N float
eta float
return float

refract() public static method

public static refract ( vec2 I, vec2 N, float eta ) : vec2
I vec2
N vec2
eta float
return vec2

refract() public static method

public static refract ( vec3 I, vec3 N, float eta ) : vec3
I vec3
N vec3
eta float
return vec3

refract() public static method

public static refract ( vec4 I, vec4 N, float eta ) : vec4
I vec4
N vec4
eta float
return vec4

round() public static method

public static round ( float x ) : float
x float
return float

round() public static method

public static round ( vec2 x ) : vec2
x vec2
return vec2

round() public static method

public static round ( vec3 x ) : vec3
x vec3
return vec3

round() public static method

public static round ( vec4 x ) : vec4
x vec4
return vec4

roundeven() public static method

public static roundeven ( float x ) : float
x float
return float

roundeven() public static method

public static roundeven ( vec2 x ) : vec2
x vec2
return vec2

roundeven() public static method

public static roundeven ( vec3 x ) : vec3
x vec3
return vec3

roundeven() public static method

public static roundeven ( vec4 x ) : vec4
x vec4
return vec4

sign() public static method

public static sign ( float x ) : float
x float
return float

sign() public static method

public static sign ( int x ) : int
x int
return int

sign() public static method

public static sign ( ivec2 x ) : ivec2
x ivec2
return ivec2

sign() public static method

public static sign ( ivec3 x ) : ivec3
x ivec3
return ivec3

sign() public static method

public static sign ( ivec4 x ) : ivec4
x ivec4
return ivec4

sign() public static method

public static sign ( vec2 x ) : vec2
x vec2
return vec2

sign() public static method

public static sign ( vec3 x ) : vec3
x vec3
return vec3

sign() public static method

public static sign ( vec4 x ) : vec4
x vec4
return vec4

sin() public static method

public static sin ( float radians ) : float
radians float
return float

sin() public static method

public static sin ( vec2 radians ) : vec2
radians vec2
return vec2

sin() public static method

public static sin ( vec3 radians ) : vec3
radians vec3
return vec3

sin() public static method

public static sin ( vec4 radians ) : vec4
radians vec4
return vec4

sinh() public static method

public static sinh ( float x ) : float
x float
return float

sinh() public static method

public static sinh ( vec2 x ) : vec2
x vec2
return vec2

sinh() public static method

public static sinh ( vec3 x ) : vec3
x vec3
return vec3

sinh() public static method

public static sinh ( vec4 x ) : vec4
x vec4
return vec4

smoothstep() public static method

public static smoothstep ( float edge0, float edge1, float x ) : float
edge0 float
edge1 float
x float
return float

smoothstep() public static method

public static smoothstep ( float edge0, float edge1, vec2 x ) : vec2
edge0 float
edge1 float
x vec2
return vec2

smoothstep() public static method

public static smoothstep ( vec2 edge0, vec2 edge1, vec2 x ) : vec2
edge0 vec2
edge1 vec2
x vec2
return vec2

smoothstep() public static method

public static smoothstep ( float edge0, float edge1, vec3 x ) : vec3
edge0 float
edge1 float
x vec3
return vec3

smoothstep() public static method

public static smoothstep ( vec3 edge0, vec3 edge1, vec3 x ) : vec3
edge0 vec3
edge1 vec3
x vec3
return vec3

smoothstep() public static method

public static smoothstep ( float edge0, float edge1, vec4 x ) : vec4
edge0 float
edge1 float
x vec4
return vec4

smoothstep() public static method

public static smoothstep ( vec4 edge0, vec4 edge1, vec4 x ) : vec4
edge0 vec4
edge1 vec4
x vec4
return vec4

sqrt() public static method

public static sqrt ( float x ) : float
x float
return float

sqrt() public static method

public static sqrt ( vec2 x ) : vec2
x vec2
return vec2

sqrt() public static method

public static sqrt ( vec3 x ) : vec3
x vec3
return vec3

sqrt() public static method

public static sqrt ( vec4 x ) : vec4
x vec4
return vec4

step() public static method

public static step ( float edge, float x ) : float
edge float
x float
return float

step() public static method

public static step ( float edge, vec2 x ) : vec2
edge float
x vec2
return vec2

step() public static method

public static step ( vec2 edge, vec2 x ) : vec2
edge vec2
x vec2
return vec2

step() public static method

public static step ( float edge, vec3 x ) : vec3
edge float
x vec3
return vec3

step() public static method

public static step ( vec3 edge, vec3 x ) : vec3
edge vec3
x vec3
return vec3

step() public static method

public static step ( float edge, vec4 x ) : vec4
edge float
x vec4
return vec4

step() public static method

public static step ( vec4 edge, vec4 x ) : vec4
edge vec4
x vec4
return vec4

tan() public static method

public static tan ( float radians ) : float
radians float
return float

tan() public static method

public static tan ( vec2 radians ) : vec2
radians vec2
return vec2

tan() public static method

public static tan ( vec3 radians ) : vec3
radians vec3
return vec3

tan() public static method

public static tan ( vec4 radians ) : vec4
radians vec4
return vec4

tanh() public static method

public static tanh ( float x ) : float
x float
return float

tanh() public static method

public static tanh ( vec2 x ) : vec2
x vec2
return vec2

tanh() public static method

public static tanh ( vec3 x ) : vec3
x vec3
return vec3

tanh() public static method

public static tanh ( vec4 x ) : vec4
x vec4
return vec4

texture() public static method

public static texture ( sampler1D sampler, float coord ) : vec4
sampler sampler1D
coord float
return vec4

texture() public static method

public static texture ( sampler2D sampler, vec2 coord ) : vec4
sampler sampler2D
coord vec2
return vec4

texture() public static method

public static texture ( sampler3D sampler, vec3 coord ) : vec4
sampler sampler3D
coord vec3
return vec4

transpose() public static method

public static transpose ( mat2 m ) : mat2
m mat2
return mat2

transpose() public static method

public static transpose ( mat3x2 m ) : mat2x3
m mat3x2
return mat2x3

transpose() public static method

public static transpose ( mat4x2 m ) : mat2x4
m mat4x2
return mat2x4

transpose() public static method

public static transpose ( mat3 m ) : mat3
m mat3
return mat3

transpose() public static method

public static transpose ( mat2x3 m ) : mat3x2
m mat2x3
return mat3x2

transpose() public static method

public static transpose ( mat4x3 m ) : mat3x4
m mat4x3
return mat3x4

transpose() public static method

public static transpose ( mat4 m ) : mat4
m mat4
return mat4

transpose() public static method

public static transpose ( mat2x4 m ) : mat4x2
m mat2x4
return mat4x2

transpose() public static method

public static transpose ( mat3x4 m ) : mat4x3
m mat3x4
return mat4x3

trunc() public static method

public static trunc ( float x ) : float
x float
return float

trunc() public static method

public static trunc ( vec2 x ) : vec2
x vec2
return vec2

trunc() public static method

public static trunc ( vec3 x ) : vec3
x vec3
return vec3

trunc() public static method

public static trunc ( vec4 x ) : vec4
x vec4
return vec4