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

↓ 1 callersMethoddraw_bird
(&mut self, co: Vec2)
shaders/src/flappy_bird.rs:1166
↓ 1 callersMethoddraw_bird_f0
(&mut self, x: i32, y: i32)
shaders/src/flappy_bird.rs:249
↓ 1 callersMethoddraw_bird_f1
(&mut self, x: i32, y: i32)
shaders/src/flappy_bird.rs:399
↓ 1 callersMethoddraw_bird_f2
(&mut self, x: i32, y: i32)
shaders/src/flappy_bird.rs:549
↓ 1 callersMethoddraw_bottom_pipe
(&mut self, co: Vec2, x_pos: f32, height: f32)
shaders/src/flappy_bird.rs:830
↓ 1 callersMethoddraw_bushes
(&mut self, co: Vec2)
shaders/src/flappy_bird.rs:1106
↓ 1 callersMethoddraw_cloud
(&mut self, x: i32, y: i32)
shaders/src/flappy_bird.rs:198
↓ 1 callersMethoddraw_clouds
(&mut self, co: Vec2)
shaders/src/flappy_bird.rs:1117
↓ 1 callersMethoddraw_green_stripes
(&mut self, co: Vec2)
shaders/src/flappy_bird.rs:743
↓ 1 callersMethoddraw_ground
(&mut self, co: Vec2)
shaders/src/flappy_bird.rs:738
↓ 1 callersMethoddraw_high_bush
(&mut self, x: i32, y: i32)
shaders/src/flappy_bird.rs:147
↓ 1 callersMethoddraw_low_bush
(&mut self, x: i32, y: i32)
shaders/src/flappy_bird.rs:110
↓ 1 callersMethoddraw_pipe_pair
(&mut self, co: Vec2, x_pos: f32, bottom_pipe_height: f32)
shaders/src/flappy_bird.rs:1128
↓ 1 callersMethoddraw_pipes
(&mut self, co: Vec2)
shaders/src/flappy_bird.rs:1137
↓ 1 callersMethoddraw_top_pipe
(&mut self, co: Vec2, x_pos: f32, height: f32)
shaders/src/flappy_bird.rs:962
↓ 1 callersMethodedges
by srtuss
shaders/src/on_off_spikes.rs:289
↓ 1 callersMethodepsilon_nrm
(&self)
shaders/src/seascape.rs:30
↓ 1 callersFunctionfbm
(mut n: Vec2)
shaders/src/clouds.rs:50
↓ 1 callersFunctionfrom_euler
math
shaders/src/seascape.rs:54
↓ 1 callersFunctionfs
(constants: &ShaderConstants, mut frag_coord: Vec2)
shaders/src/lib.rs:63
↓ 1 callersFunctiongamma
(color: Vec3, g: f32)
shaders/src/geodesic_tiling.rs:741
↓ 1 callersMethodgeodesic_model
(&self, mut p: Vec3)
shaders/src/geodesic_tiling.rs:510
↓ 1 callersMethodgeodesic_tri_points
(&self, p: Vec3, subdivisions: f32)
shaders/src/geodesic_tiling.rs:224
↓ 1 callersMethodget_level_pixel
(&self, frag_coord: Vec2)
shaders/src/flappy_bird.rs:699
↓ 1 callersMethodget_normal
tracing
shaders/src/seascape.rs:175
↓ 1 callersFunctionget_primary_ray
(cam_local_point: Vec3, cam_origin: &mut Vec3, cam_look_at: &mut Vec3)
shaders/src/atmosphere_system_test.rs:68
↓ 1 callersFunctionget_sea_color
(p: Vec3, n: Vec3, l: Vec3, eye: Vec3, dist: Vec3)
shaders/src/seascape.rs:158
↓ 1 callersMethodget_sun_color_small
This function basically is a procedural environment map that makes the sun
shaders/src/skyline.rs:157
↓ 1 callersFunctionget_sun_light
(ray: Ray, optical_depth_r: &mut f32, optical_depth_m: &mut f32)
shaders/src/atmosphere_system_test.rs:143
↓ 1 callersFunctionhash
(n: f32)
shaders/src/a_lot_of_spheres.rs:45
↓ 1 callersFunctionhash2_vec
(n: Vec2)
shaders/src/a_lot_of_spheres.rs:51
↓ 1 callersFunctionhash3_vec
(n: Vec2)
shaders/src/a_lot_of_spheres.rs:57
↓ 1 callersMethodheight_map_tracing
(&self, ori: Vec3, dir: Vec3, p: &mut Vec3)
shaders/src/seascape.rs:184
↓ 1 callersFunctionhenyey_greenstein_phase_func
(mu: f32)
shaders/src/atmosphere_system_test.rs:114
↓ 1 callersFunctioni_box
http://iquilezles.org/www/articles/boxfunctions/boxfunctions.htm
shaders/src/raymarching_primitives.rs:570
↓ 1 callersFunctioni_lerp
from my "Will it blend" shader (https://www.shadertoy.com/view/lsdGzN)
shaders/src/protean_clouds.rs:170
↓ 1 callersFunctioni_sphere
from iq
shaders/src/playing_marble.rs:39
↓ 1 callersMethodicosahedron_face_coordinates
2D coordinates on the icosahedron face
shaders/src/geodesic_tiling.rs:212
↓ 1 callersMethodifs_box
(&self, mut p: Vec3)
shaders/src/phantom_star.rs:40
↓ 1 callersMethodinit
(&mut self, event_loop: &ActiveEventLoop)
src/windowed.rs:67
↓ 1 callersMethodinit_icosahedron
(&mut self)
shaders/src/geodesic_tiling.rs:97
↓ 1 callersMethodintegrate_env_light
(&self, surf: SurfaceData)
shaders/src/bubble_buckey_balls.rs:531
↓ 1 callersFunctionintersect
( ro: Vec3, rd: Vec3, pos: &mut Vec3, nor: &mut Vec3, occ: &mut f32, matid: &mut f32,
shaders/src/filtering_procedurals.rs:144
↓ 1 callersMethodintersect
(&mut self, mut ro: Vec3, mut rd: Vec3)
shaders/src/tokyo.rs:308
↓ 1 callersFunctionintersect_plane
(ro: Vec3, rd: Vec3, height: f32, dist: &mut f32)
shaders/src/a_lot_of_spheres.rs:65
↓ 1 callersFunctionintersection
(n: Vec3, plane_normal: Vec3, plane_offset: f32)
shaders/src/geodesic_tiling.rs:198
↓ 1 callersFunctioninversion
circle inversion
shaders/src/a_question_of_time.rs:72
↓ 1 callersFunctionjelly_tex
(mut p: Vec3)
shaders/src/luminescence.rs:474
↓ 1 callersFunctionlinear_to_screen
(linear_rgb: Vec3)
shaders/src/geodesic_tiling.rs:745
↓ 1 callersFunctionlinstep
(mn: f32, mx: f32, x: f32)
shaders/src/protean_clouds.rs:80
↓ 1 callersFunctionmag2
(p: Vec2)
shaders/src/protean_clouds.rs:77
↓ 1 callersMethodmandelbrot
(&self, c: Vec2)
shaders/src/mandelbrot_smooth.rs:30
↓ 1 callersFunctionmap
(mut p: Vec3)
shaders/src/playing_marble.rs:51
↓ 1 callersMethodmap
(&self, rad: Vec2)
shaders/src/miracle_snowflakes.rs:122
↓ 1 callersMethodmap
(&self, p: Vec3, _c_pos: Vec3)
shaders/src/phantom_star.rs:52
↓ 1 callersFunctionmap_car
(p0: Vec3)
shaders/src/tokyo.rs:150
↓ 1 callersFunctionmaterial
(surfid: f32, surf: &mut SurfaceData)
shaders/src/bubble_buckey_balls.rs:408
↓ 1 callersMethodmodel_rotation
(&self)
shaders/src/geodesic_tiling.rs:303
↓ 1 callersFunctionn31
3 out, 1 in... DAVE HOSKINS
shaders/src/luminescence.rs:174
↓ 1 callersFunctionndot
(a: Vec2, b: Vec2)
shaders/src/raymarching_primitives.rs:51
↓ 1 callersFunctionnoise
(p: Vec2)
shaders/src/seascape.rs:76
↓ 1 callersFunctionnoise
(p: Vec3)
shaders/src/filtering_procedurals.rs:58
↓ 1 callersFunctionnoise
(x: f32)
shaders/src/on_off_spikes.rs:81
↓ 1 callersFunctionnoise222
(x: Vec2, y: Vec2, z: Vec2)
shaders/src/miracle_snowflakes.rs:91
↓ 1 callersFunctionnoise_vec2
(x: Vec2)
shaders/src/on_off_spikes.rs:87
↓ 1 callersMethodnormal
(&self, p: Vec3, ray: Vec3, t: f32)
shaders/src/morphing.rs:177
↓ 1 callersMethodnormal
(&self, p: Vec3)
shaders/src/on_off_spikes.rs:277
↓ 1 callersFunctionop_s
(d2: f32, d1: f32)
shaders/src/tokyo.rs:136
↓ 1 callersMethodp_mod_icosahedron
(&self, p: &mut Vec3)
shaders/src/geodesic_tiling.rs:113
↓ 1 callersFunctionp_r
(p: &mut Vec2, a: f32)
shaders/src/geodesic_tiling.rs:66
↓ 1 callersFunctionpal
(t: f32, a: Vec3, b: Vec3, c: Vec3, d: Vec3)
shaders/src/geodesic_tiling.rs:258
↓ 1 callersFunctionpmod
(p: Vec2, r: f32)
shaders/src/phantom_star.rs:27
↓ 1 callersFunctionrand
PRNG (from https://www.shadertoy.com/view/4djSRW)
shaders/src/voxel_pac_man.rs:77
↓ 1 callersFunctionrandom_start
(co: Vec2)
shaders/src/tokyo.rs:441
↓ 1 callersFunctionraycast
(ro: Vec3, rd: Vec3)
shaders/src/raymarching_primitives.rs:579
↓ 1 callersFunctionrayleigh_phase_func
(mu: f32)
shaders/src/atmosphere_system_test.rs:103
↓ 1 callersMethodraymarch
(&self, ro: Vec3, rd: Vec3, tminmax: Vec2)
shaders/src/playing_marble.rs:64
↓ 1 callersMethodraymarch
(&self, cast_ray: CastRay)
shaders/src/geodesic_tiling.rs:635
↓ 1 callersFunctionrender
(ro: Vec3, rd: Vec3, technique: i32)
shaders/src/soft_shadow_variation.rs:143
↓ 1 callersFunctionrender
(mut hit: Hit)
shaders/src/geodesic_tiling.rs:699
↓ 1 callersMethodrender
(&self, ro: Vec3, rd: Vec3, rdx: Vec3, rdy: Vec3)
shaders/src/raymarching_primitives.rs:697
↓ 1 callersMethodrender
(&self, ro: Vec3, rd: Vec3, time: f32)
shaders/src/protean_clouds.rs:116
↓ 1 callersMethodrender
(&mut self, _uv: Vec2, cam_ray: Ray, _depth: f32)
shaders/src/luminescence.rs:488
↓ 1 callersMethodrender
(&mut self)
src/windowed.rs:199
↓ 1 callersFunctionrepeat
(pos: Vec3, size: Vec3)
shaders/src/luminescence.rs:143
↓ 1 callersFunctionrotate
(p: Vec2, a: f32)
shaders/src/on_off_spikes.rs:170
↓ 1 callersFunctionrotate_around_x
(angle_degrees: f32)
shaders/src/atmosphere_system_test.rs:61
↓ 1 callersFunctionrotate_around_x_axis
(point: Vec3, cosangle: f32, sinangle: f32)
shaders/src/bubble_buckey_balls.rs:89
↓ 1 callersFunctionrotation
(yaw: f32, pitch: f32)
shaders/src/on_off_spikes.rs:114
↓ 1 callersMethodsample_env_light
(&self, ldir: Vec3, lcolor: Vec3, surf: SurfaceData)
shaders/src/bubble_buckey_balls.rs:490
↓ 1 callersFunctionsample_texture
(uvw: Vec3, nor: Vec3, mid: f32)
shaders/src/filtering_procedurals.rs:335
↓ 1 callersFunctionsample_texture_with_filter
sample a procedural texture with filtering
shaders/src/filtering_procedurals.rs:294
↓ 1 callersFunctionsaturate
(x: f32)
shared/src/lib.rs:32
↓ 1 callersMethodscene
(&self, mut uv: Vec2, ms: Vec4)
shaders/src/a_question_of_time.rs:151
↓ 1 callersFunctionschlick_phase_func
(mu: f32)
shaders/src/atmosphere_system_test.rs:123
↓ 1 callersFunctionsd_bounding_box
(mut p: Vec3, b: Vec3, e: f32)
shaders/src/raymarching_primitives.rs:68
↓ 1 callersFunctionsd_box
(p: Vec3, b: Vec3)
shaders/src/soft_shadow_variation.rs:41
↓ 1 callersFunctionsd_capped_cone
(p: Vec3, a: Vec3, b: Vec3, ra: f32, rb: f32)
shaders/src/raymarching_primitives.rs:244
↓ 1 callersFunctionsd_capped_cone_vertical
(p: Vec3, h: f32, r1: f32, r2: f32)
shaders/src/raymarching_primitives.rs:230
↓ 1 callersFunctionsd_capped_cylinder
(p: Vec3, h: Vec2)
shaders/src/on_off_spikes.rs:165
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