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

↓ 3 callersFunctionnew_hex_spec
(subdivisions: f32)
shaders/src/geodesic_tiling.rs:327
↓ 3 callersFunctionnoise3_2
(x: Vec3)
shaders/src/miracle_snowflakes.rs:117
↓ 3 callersFunctionp_reflect
(p: &mut Vec3, plane_normal: Vec3, offset: f32)
shaders/src/geodesic_tiling.rs:70
↓ 3 callersFunctionremap
(a: f32, b: f32, c: f32, d: f32, t: f32)
shaders/src/luminescence.rs:308
↓ 3 callersFunctionsaturate_vec3
(a: Vec3)
shaders/src/skyline.rs:145
↓ 3 callersFunctionsd_box
(p: Vec3, b: Vec3)
shaders/src/on_off_spikes.rs:156
↓ 3 callersFunctionsd_sphere
(p: Vec3, r: f32)
shaders/src/on_off_spikes.rs:161
↓ 3 callersFunctionsmax
(a: f32, b: f32, r: f32)
shaders/src/geodesic_tiling.rs:78
↓ 3 callersFunctionsmin
polynomial smooth min (k = 0.1); by iq
shaders/src/on_off_spikes.rs:178
↓ 3 callersFunctionsquare
(x: f32)
shaders/src/on_off_spikes.rs:111
↓ 3 callersMethodtransition_hex_specs
(&self, a: HexSpec, b: HexSpec, c: HexSpec)
shaders/src/geodesic_tiling.rs:429
↓ 3 callersFunctionuvr_rotate
2d rotation matrix
shaders/src/a_question_of_time.rs:68
↓ 2 callersFunction_secrow_h
(a: f32, b: f32, c: f32, d: f32)
shaders/src/flappy_bird.rs:78
↓ 2 callersMethodbackground
(&self, r: Vec3)
shaders/src/luminescence.rs:285
↓ 2 callersMethodcalc_normal_simple
(&mut self, pos: Vec3)
shaders/src/tokyo.rs:273
↓ 2 callersMethodcalc_soft_shadow
(&self, ro: Vec3, rd: Vec3, mint: f32, maxt: f32, k: f32)
shaders/src/bubble_buckey_balls.rs:271
↓ 2 callersMethodcalc_softshadow
http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
shaders/src/raymarching_primitives.rs:618
↓ 2 callersFunctioncyl_cap
capped cylinder distance field
shaders/src/skyline.rs:233
↓ 2 callersMethoddist
Distance to the (voxelized?) scene
shaders/src/voxel_pac_man.rs:162
↓ 2 callersMethodfilter_flake
( &mut self, mut color: Vec4, pos: Vec3, ray: Vec3, ray1: Vec3,
shaders/src/miracle_snowflakes.rs:210
↓ 2 callersMethodget_env_map_skyline
(&self, ray_dir: Vec3, sun_dir: Vec3, height: f32)
shaders/src/skyline.rs:191
↓ 2 callersMethodget_incident_light
(&self, ray: Ray)
shaders/src/atmosphere_system_test.rs:167
↓ 2 callersMethodget_level_bounds
(&self)
shaders/src/flappy_bird.rs:719
↓ 2 callersMethodget_light_color
(&self, pos: Vec3)
shaders/src/tokyo.rs:406
↓ 2 callersMethodget_moving_sphere_position
(&self, grid: Vec2, sphere_offset: Vec2, center: &mut Vec3)
shaders/src/a_lot_of_spheres.rs:105
↓ 2 callersMethodget_pixel
(&self, coord: Vec2, time: f32)
shaders/src/seascape.rs:208
↓ 2 callersFunctionget_sky_color
sky
shaders/src/seascape.rs:98
↓ 2 callersFunctionget_sphere_color
(grid: Vec2)
shaders/src/a_lot_of_spheres.rs:120
↓ 2 callersFunctionget_sphere_position
(grid: Vec2, sphere_offset: Vec2, center: &mut Vec3)
shaders/src/a_lot_of_spheres.rs:116
↓ 2 callersFunctionhash
(n: f32)
shaders/src/on_off_spikes.rs:75
↓ 2 callersFunctionhsv2rgb
HSV to RGB
shaders/src/voxel_pac_man.rs:231
↓ 2 callersMethodintegrate_dir_light
(&self, ldir: Vec3, lcolor: Vec3, surf: SurfaceData)
shaders/src/bubble_buckey_balls.rs:425
↓ 2 callersFunctionisect_sphere
(ray: Ray, sphere: Sphere, t0: &mut f32, t1: &mut f32)
shaders/src/atmosphere_system_test.rs:80
↓ 2 callersMethodln
(self)
shared/src/lib.rs:131
↓ 2 callersFunctionmergeobjs
(a: Vec2, b: Vec2)
shaders/src/bubble_buckey_balls.rs:110
↓ 2 callersMethodmouse_rotation
(&self, enable: bool, mut xy: Vec2)
shaders/src/geodesic_tiling.rs:285
↓ 2 callersFunctionn3
(mut p: Vec3)
shaders/src/luminescence.rs:96
↓ 2 callersFunctionnebula
(dir: Vec3)
shaders/src/on_off_spikes.rs:137
↓ 2 callersFunctionnoise2
(x: Vec2)
shaders/src/miracle_snowflakes.rs:79
↓ 2 callersFunctionnoise2
(mut x: Vec2)
shaders/src/on_off_spikes.rs:97
↓ 2 callersMethodnormal
Normal at a given point
shaders/src/voxel_pac_man.rs:211
↓ 2 callersFunctionop_u
checks to see which intersection is closer
shaders/src/geodesic_tiling.rs:501
↓ 2 callersFunctionp_mod_polar
From http://mercury.sexy/hg_sdf
shaders/src/luminescence.rs:201
↓ 2 callersMethodray_trace
Input is UV coordinate of pixel to render. Output is RGB color.
shaders/src/skyline.rs:502
↓ 2 callersFunctionrect
(uv: Vec2, pos: Vec2, r: f32)
shaders/src/moving_square.rs:15
↓ 2 callersMethodrender
(&mut self, ro: Vec3, rd: Vec3, anim: f32)
shaders/src/apollonian.rs:98
↓ 2 callersFunctionrepeat
(a: f32, len: f32)
shaders/src/skyline.rs:245
↓ 2 callersFunctionrot
(a: f32)
shaders/src/playing_marble.rs:34
↓ 2 callersFunctionrot
(a: f32)
shaders/src/protean_clouds.rs:61
↓ 2 callersFunctionrotate_around_y_axis
(point: Vec3, cosangle: f32, sinangle: f32)
shaders/src/bubble_buckey_balls.rs:76
↓ 2 callersFunctionrun
()
src/headless.rs:7
↓ 2 callersFunctionsd_sphere
(p: Vec3, pos: Vec3, s: f32)
shaders/src/luminescence.rs:196
↓ 2 callersMethodshade
(&self, ro: Vec3, pos: Vec3, nor: Vec3)
shaders/src/tokyo.rs:369
↓ 2 callersFunctionsmin
DE functions from IQ
shaders/src/luminescence.rs:186
↓ 2 callersFunctionsprrow_h
(a: f32, b: f32, c: f32, d: f32, e: f32, f: f32, g: f32, h: f32)
shaders/src/flappy_bird.rs:68
↓ 2 callersMethodtrace
( &self, ro: Vec3, rd: Vec3, intersection: &mut Vec3, normal: &mut Vec
shaders/src/a_lot_of_spheres.rs:125
↓ 1 callersFunction_n1
(x: f32)
shaders/src/luminescence.rs:89
↓ 1 callersFunction_ray_ray_ts
(ro1: Vec3, rd1: Vec3, ro2: Vec3, rd2: Vec3)
shaders/src/luminescence.rs:238
↓ 1 callersMethodanim_subdivisions1
(&self)
shaders/src/geodesic_tiling.rs:340
↓ 1 callersMethodanim_subdivisions2
(&self)
shaders/src/geodesic_tiling.rs:359
↓ 1 callersMethodanim_subdivisions3
(&self)
shaders/src/geodesic_tiling.rs:379
↓ 1 callersMethodanimate_globals
(&mut self)
shaders/src/bubble_buckey_balls.rs:310
↓ 1 callersFunctionapollonian
this is an algorithm to construct an apollonian packing with a descartes configuration remaps the plane to a circle at the origin and a specific radiu
shaders/src/a_question_of_time.rs:82
↓ 1 callersFunctionb
(x: f32, y: f32, z: f32, w: f32)
shaders/src/luminescence.rs:66
↓ 1 callersMethodblock_render
(&self, frag_coord: Vec2)
shaders/src/skyline.rs:989
↓ 1 callersFunctionbox_
(p: Vec3, b: Vec3)
shaders/src/phantom_star.rs:34
↓ 1 callersFunctionbuckeyballsobj
(p: Vec3, mr: f32)
shaders/src/bubble_buckey_balls.rs:141
↓ 1 callersFunctionbuild_shader
(path_to_crate: &str)
build.rs:4
↓ 1 callersFunctioncalc_ao
(pos: Vec3, nor: Vec3)
shaders/src/soft_shadow_variation.rs:131
↓ 1 callersMethodcalc_ao
(&self, pos: Vec3, nor: Vec3)
shaders/src/raymarching_primitives.rs:667
↓ 1 callersMethodcalc_ao
(&self, p: Vec3, n: Vec3)
shaders/src/bubble_buckey_balls.rs:291
↓ 1 callersMethodcalc_camera
(&self, ro: &mut Vec3, ta: &mut Vec3)
shaders/src/filtering_procedurals.rs:242
↓ 1 callersFunctioncalc_look_at_matrix
(ro: Vec3, ta: Vec3, roll: f32)
shaders/src/geodesic_tiling.rs:709
↓ 1 callersFunctioncalc_normal
(pos: Vec3)
shaders/src/soft_shadow_variation.rs:87
↓ 1 callersMethodcalc_normal
http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
shaders/src/raymarching_primitives.rs:640
↓ 1 callersMethodcalc_normal
(&mut self, pos: Vec3, t: f32, s: f32)
shaders/src/apollonian.rs:87
↓ 1 callersMethodcalc_normal
(&self, p: Vec3)
shaders/src/bubble_buckey_balls.rs:398
↓ 1 callersMethodcalc_normal
(&self, o: De)
shaders/src/luminescence.rs:374
↓ 1 callersMethodcalc_normal
(&self, pos: Vec3)
shaders/src/geodesic_tiling.rs:625
↓ 1 callersMethodcalc_normal
(&mut self, pos: Vec3)
shaders/src/tokyo.rs:284
↓ 1 callersFunctioncalc_softshadow
(ro: Vec3, rd: Vec3, mint: f32, tmax: f32, technique: i32)
shaders/src/soft_shadow_variation.rs:56
↓ 1 callersMethodcamera_rotation
(&self)
shaders/src/geodesic_tiling.rs:307
↓ 1 callersMethodcamera_setup
(&mut self, uv: Vec2, position: Vec3, look_at: Vec3, zoom: f32)
shaders/src/luminescence.rs:155
↓ 1 callersFunctioncar
Distance function that defines the car. Basically it's 2 boxes smooth-blended together and a mirrored cylinder for the wheels.
shaders/src/skyline.rs:251
↓ 1 callersFunctioncast_ray
(ro: Vec3, rd: Vec3)
shaders/src/soft_shadow_variation.rs:96
↓ 1 callersMethodcast_ray
(&self, r: Ray)
shaders/src/luminescence.rs:384
↓ 1 callersFunctionchamberobj
(p: Vec3)
shaders/src/bubble_buckey_balls.rs:216
↓ 1 callersFunctioncheckers_grad_box
http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
shaders/src/raymarching_primitives.rs:684
↓ 1 callersFunctioncity_block
p should be in [0..1] range on xz plane pint is an integer pair saying which city block you are on
shaders/src/skyline.rs:282
↓ 1 callersFunctionclosest_tri_points
(p: Vec2)
shaders/src/geodesic_tiling.rs:147
↓ 1 callersMethodcolorize
(&self, hit: Hit, n: Vec3, dir: Vec3, light_pos: Vec3)
shaders/src/on_off_spikes.rs:303
↓ 1 callersFunctioncsqr
(a: Vec2)
shaders/src/playing_marble.rs:30
↓ 1 callersFunctiondiffuse
lighting
shaders/src/seascape.rs:89
↓ 1 callersFunctiondiscard
()
shared/src/lib.rs:223
↓ 1 callersFunctiondist
(p: Vec2, p0: Vec2, p1: Vec2)
shaders/src/luminescence.rs:214
↓ 1 callersMethoddistmarch
(&self, ro: Vec3, rd: Vec3, maxd: f32)
shaders/src/bubble_buckey_balls.rs:241
↓ 1 callersMethoddo_camera
( &self, cam_pos: &mut Vec3, cam_tar: &mut Vec3, cam_roll: &mut f32, _
shaders/src/geodesic_tiling.rs:717
↓ 1 callersFunctiondo_lighting
(model: Model, _pos: Vec3, nor: Vec3, _ref: Vec3, rd: Vec3)
shaders/src/geodesic_tiling.rs:571
↓ 1 callersFunctiondo_lighting
(pos: Vec3, nor: Vec3, occ: f32, rd: Vec3)
shaders/src/filtering_procedurals.rs:249
↓ 1 callersFunctiondot2_vec3
(v: Vec3)
shaders/src/raymarching_primitives.rs:48
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