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Functions405 in github.com/Rust-GPU/rust-gpu-shadertoys

↓ 151 callersMethodsin
(self)
shared/src/lib.rs:115
↓ 128 callersFunctionmix
( x: X, y: X, a: A, )
shared/src/lib.rs:56
↓ 119 callersMethodcos
(self)
shared/src/lib.rs:119
↓ 90 callersFunctionsprrow
( x: i32, a: f32, b: f32, c: f32, d: f32, e: f32, f: f32, g: f32, h: f32,
shaders/src/flappy_bird.rs:43
↓ 80 callersMethodfract_gl
(self)
shared/src/lib.rs:72
↓ 64 callersFunctionrgb
Helper functions for drawing sprites
shaders/src/flappy_bird.rs:40
↓ 56 callersMethodrem_euclid
(self, rhs: f32)
shared/src/lib.rs:76
↓ 56 callersFunctionsaturate
(a: f32)
shaders/src/skyline.rs:151
↓ 45 callersFunctionsmoothstep
(edge0: f32, edge1: f32, x: f32)
shared/src/lib.rs:49
↓ 28 callersMethodmain_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/heart.rs:23
↓ 28 callersMethodsqrt
(self)
shared/src/lib.rs:127
↓ 26 callersMethodsign_gl
(self)
shared/src/lib.rs:85
↓ 21 callersFunctionop_u
(d1: Vec2, d2: Vec2)
shaders/src/raymarching_primitives.rs:355
↓ 18 callersFunctionsegmentdf
(p: Vec3, a: Vec3, b: Vec3, r: f32)
shaders/src/bubble_buckey_balls.rs:131
↓ 15 callersFunctionhash
(n: f32)
shaders/src/tokyo.rs:78
↓ 15 callersMethodscene
(&self, p: Vec3)
shaders/src/on_off_spikes.rs:191
↓ 12 callersMethoddraw_horz_gradient_rect
( &mut self, co: Vec2, bottom_left: Vec2, top_right: Vec2, left_color:
shaders/src/flappy_bird.rs:809
↓ 12 callersFunctionpal
a simple palette
shaders/src/a_question_of_time.rs:64
↓ 11 callersMethoddistance_to_object
This is the distance function that defines all the scene's geometry. The input is a position in space. The output is the distance to the nearest surfa
shaders/src/skyline.rs:402
↓ 11 callersFunctionop_u
(d2: f32, d1: f32)
shaders/src/tokyo.rs:133
↓ 11 callersMethodtime
(&self)
shaders/src/tokyo.rs:70
↓ 10 callersMethoddraw_horz_line
(&mut self, co: Vec2, y_pos: f32, x_start: f32, x_end: f32, color: Vec4)
shaders/src/flappy_bird.rs:803
↓ 10 callersFunctionhash21
(uv: Vec2)
shaders/src/skyline.rs:90
↓ 10 callersFunctionmix_p
(f0: f32, f1: f32, a: f32)
shaders/src/skyline.rs:112
↓ 10 callersFunctionsd_box
signed box distance field
shaders/src/skyline.rs:227
↓ 9 callersMethoddraw_tile
(&mut self, type_: i32, tile_corner: Vec2, co: Vec2)
shaders/src/flappy_bird.rs:770
↓ 9 callersMethodscenedf
(&self, p: Vec3)
shaders/src/bubble_buckey_balls.rs:221
↓ 9 callersFunctionselect
(x: i32, i: f32)
shaders/src/flappy_bird.rs:81
↓ 9 callersFunctionspheredf
(pos: Vec3, r: f32)
shaders/src/bubble_buckey_balls.rs:127
↓ 9 callersMethodstep
(self, x: f32)
shared/src/lib.rs:95
↓ 8 callersMethoddraw_vert_line
(&mut self, co: Vec2, x_pos: f32, y_start: f32, y_end: f32, color: Vec4)
shaders/src/flappy_bird.rs:797
↓ 8 callersFunctionfill
fills an sdf in 2d
shaders/src/a_question_of_time.rs:56
↓ 8 callersFunctionhash3
(mut p: Vec3)
shaders/src/filtering_procedurals.rs:48
↓ 8 callersFunctionhash3d
(uv: Vec3)
shaders/src/skyline.rs:108
↓ 8 callersFunctionmap
(pos: Vec3)
shaders/src/raymarching_primitives.rs:378
↓ 8 callersMethodmap
(&self, mut p: Vec3, id: Vec3)
shaders/src/luminescence.rs:313
↓ 8 callersMethodpowf_vec
(self, p: Vec2)
shared/src/lib.rs:123
↓ 7 callersMethoddraw_horz_rect
(&mut self, y_coord: f32, min_y: f32, max_y: f32, color: Vec4)
shaders/src/flappy_bird.rs:104
↓ 7 callersMethodface_to_sphere
Project 2D icosahedron face coordinates onto a sphere
shaders/src/geodesic_tiling.rs:219
↓ 7 callersFunctionhash11
(a: f32)
shaders/src/skyline.rs:87
↓ 7 callersFunctionmap
(pos: Vec3)
shaders/src/soft_shadow_variation.rs:48
↓ 7 callersMethodmap
(&self, mut p: Vec3)
shaders/src/geodesic_tiling.rs:555
↓ 7 callersFunctionnoise
(x: Vec2)
shaders/src/tokyo.rs:82
↓ 7 callersFunctionnoise3
(x: Vec3)
shaders/src/miracle_snowflakes.rs:105
↓ 7 callersFunctionsat
(x: f32)
shaders/src/luminescence.rs:69
↓ 7 callersFunctionstroke
makes a stroke of an sdf at the zero boundary
shaders/src/a_question_of_time.rs:60
↓ 6 callersMethoddist_scene
Distance to the scene and color of the closest point
shaders/src/voxel_pac_man.rs:98
↓ 6 callersMethodm
Distance to scene
shaders/src/morphing.rs:108
↓ 6 callersMethodmap
(&mut self, p: Vec3)
shaders/src/tokyo.rs:178
↓ 6 callersMethodsample_cube
(self, _: Vec3)
shaders/src/lib.rs:46
↓ 6 callersFunctionsdf_rect
a few utility functions a signed distance function for a rectangle
shaders/src/a_question_of_time.rs:47
↓ 6 callersFunctionsin
(x: f32)
shaders/src/luminescence.rs:72
↓ 6 callersMethodtransition_values
(&self, a: f32, b: f32, c: f32)
shaders/src/geodesic_tiling.rs:403
↓ 5 callersFunctionbezier
Distance to Bezier inspired by [iq:https://www.shadertoy.com/view/ldj3Wh] calculate distance to 2D bezier curve on xy but without forgeting the z comp
shaders/src/morphing.rs:83
↓ 5 callersFunctioncalc_windows
This basically makes a procedural texture map for the sides of the buildings. It makes a texture, a normal for normal mapping, and a mask for window r
shaders/src/skyline.rs:448
↓ 5 callersFunctiondisp
(t: f32)
shaders/src/protean_clouds.rs:84
↓ 5 callersMethoddist_voxel
Distance to the voxel
shaders/src/voxel_pac_man.rs:85
↓ 5 callersFunctionhash4
(n: Vec4)
shaders/src/miracle_snowflakes.rs:76
↓ 5 callersMethodmap
(&mut self, mut p: Vec3, s: f32)
shaders/src/apollonian.rs:51
↓ 5 callersFunctionnoise
(uv: Vec3)
shaders/src/skyline.rs:125
↓ 5 callersFunctionnoise
(p: Vec2)
shaders/src/clouds.rs:28
↓ 5 callersFunctionsd_box
(p: Vec3, b: Vec3)
shaders/src/raymarching_primitives.rs:63
↓ 5 callersFunctionu
(a: Vec2, b: Vec2)
shaders/src/morphing.rs:71
↓ 4 callersFunctionhash
(p: Vec2)
shaders/src/seascape.rs:72
↓ 4 callersFunctionhash2d
(uv: Vec2)
shaders/src/skyline.rs:104
↓ 4 callersFunctionhash_vec2
(p: Vec2)
shaders/src/on_off_spikes.rs:78
↓ 4 callersFunctioni_sphere
(ro: Vec3, rd: Vec3, sph: Vec4)
shaders/src/filtering_procedurals.rs:119
↓ 4 callersFunctionnoise2d
(uv: Vec2)
shaders/src/skyline.rs:116
↓ 4 callersFunctionocc_sphere
(sph: Vec4, pos: Vec3, nor: Vec3)
shaders/src/filtering_procedurals.rs:113
↓ 4 callersFunctionpow5
(v: f32)
shaders/src/bubble_buckey_balls.rs:97
↓ 4 callersFunctionrot
(a: f32)
shaders/src/phantom_star.rs:17
↓ 4 callersFunctionsd_box
(p: Vec3, b: Vec3)
shaders/src/tokyo.rs:116
↓ 4 callersFunctionsd_sphere
(p: Vec3, s: f32)
shaders/src/tokyo.rs:121
↓ 4 callersFunctionsea_octave
sea
shaders/src/seascape.rs:104
↓ 4 callersMethodsea_time
(&self)
shaders/src/seascape.rs:47
↓ 4 callersFunctionsoft_shadow_sphere
(ro: Vec3, rd: Vec3, sph: Vec4)
shaders/src/filtering_procedurals.rs:101
↓ 4 callersFunctiontex_coords
(p: Vec3)
shaders/src/filtering_procedurals.rs:211
↓ 3 callersMethodanim_hex1
(&self, hex_center: Vec3, subdivisions: f32)
shaders/src/geodesic_tiling.rs:344
↓ 3 callersMethodanim_hex2
(&self, hex_center: Vec3, subdivisions: f32)
shaders/src/geodesic_tiling.rs:363
↓ 3 callersMethodanim_hex3
(&self, hex_center: Vec3, subdivisions: f32)
shaders/src/geodesic_tiling.rs:383
↓ 3 callersMethodcalc_ray_for_pixel
(&self, pix: Vec2, res_ro: &mut Vec3, res_rd: &mut Vec3)
shaders/src/filtering_procedurals.rs:275
↓ 3 callersMethoddist_obj
(&self, pos: Vec3, mut ray: Vec3, mut r: f32, seed: Vec2)
shaders/src/miracle_snowflakes.rs:139
↓ 3 callersFunctiondot2_vec2
------------------------------------------------------------------
shaders/src/raymarching_primitives.rs:45
↓ 3 callersMethoddraw_bush_group
(&mut self, mut bottom_corner: Vec2, co: Vec2)
shaders/src/flappy_bird.rs:1096
↓ 3 callersMethodf
(&self, mut p: Vec3)
shaders/src/two_tweets.rs:22
↓ 3 callersFunctionfbm
(mut p: Vec2)
shaders/src/tokyo.rs:96
↓ 3 callersMethodget_env_map
(&self, ray_dir: Vec3, sun_dir: Vec3)
shaders/src/skyline.rs:166
↓ 3 callersFunctionget_sphere_offset
(grid: Vec2, center: &mut Vec2)
shaders/src/a_lot_of_spheres.rs:100
↓ 3 callersFunctiongetsat
(c: Vec3)
shaders/src/protean_clouds.rs:163
↓ 3 callersFunctionhash
seeded random number
shaders/src/a_question_of_time.rs:76
↓ 3 callersFunctionhash
(mut p: Vec2)
shaders/src/clouds.rs:23
↓ 3 callersFunctionhash22
(uv: Vec2)
shaders/src/skyline.rs:94
↓ 3 callersMethodhex_model
( &self, p: Vec3, hex_center: Vec3, edge_a: Vec3, edge_b: Vec3,
shaders/src/geodesic_tiling.rs:462
↓ 3 callersFunctionhsv2rgb_smooth
HSV to RGB conversion [iq: https://www.shadertoy.com/view/MsS3Wc]
shaders/src/morphing.rs:165
↓ 3 callersFunctionintersect_unit_sphere
(ro: Vec3, rd: Vec3, sph: Vec3, dist: &mut f32, normal: &mut Vec3)
shaders/src/a_lot_of_spheres.rs:79
↓ 3 callersMethodmap
(&self, mut p: Vec3)
shaders/src/protean_clouds.rs:89
↓ 3 callersMethodmap
(&self, p: Vec3)
shaders/src/seascape.rs:113
↓ 3 callersMethodmap_detailed
(&self, p: Vec3)
shaders/src/seascape.rs:136
↓ 3 callersFunctionmatmin
min function that supports materials in the y component
shaders/src/skyline.rs:214
↓ 3 callersFunctionmytexture
(mut p: Vec3, _n: Vec3, matid: f32)
shaders/src/filtering_procedurals.rs:215
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