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

↓ 1 callersFunctionsd_capped_torus
(mut p: Vec3, sc: Vec2, ra: f32, rb: f32)
shaders/src/raymarching_primitives.rs:87
↓ 1 callersFunctionsd_capsule
(p: Vec3, a: Vec3, b: Vec3, r: f32)
shaders/src/raymarching_primitives.rs:126
↓ 1 callersFunctionsd_cone
vertical
shaders/src/raymarching_primitives.rs:218
↓ 1 callersFunctionsd_cylinder
arbitrary orientation
shaders/src/raymarching_primitives.rs:199
↓ 1 callersFunctionsd_cylinder
(p: Vec3, h: Vec2)
shaders/src/tokyo.rs:125
↓ 1 callersFunctionsd_cylinder_vertical
vertical
shaders/src/raymarching_primitives.rs:193
↓ 1 callersFunctionsd_ellipsoid
approximated
shaders/src/raymarching_primitives.rs:77
↓ 1 callersFunctionsd_hex_prism
(mut p: Vec3, h: Vec2)
shaders/src/raymarching_primitives.rs:97
↓ 1 callersFunctionsd_octahedron
(mut p: Vec3, s: f32)
shaders/src/raymarching_primitives.rs:276
↓ 1 callersFunctionsd_octogon_prism
(mut p: Vec3, r: f32, h: f32)
shaders/src/raymarching_primitives.rs:110
↓ 1 callersFunctionsd_plane
(p: Vec3)
shaders/src/soft_shadow_variation.rs:37
↓ 1 callersFunctionsd_pyramid
(mut p: Vec3, h: f32)
shaders/src/raymarching_primitives.rs:312
↓ 1 callersFunctionsd_rhombus
la,lb=semi axis, h=height, ra=corner
shaders/src/raymarching_primitives.rs:340
↓ 1 callersFunctionsd_round_cone
(p: Vec3, a: Vec3, b: Vec3, r1: f32, r2: f32)
shaders/src/raymarching_primitives.rs:150
↓ 1 callersFunctionsd_round_cone_vertical
(p: Vec3, r1: f32, r2: f32, h: f32)
shaders/src/raymarching_primitives.rs:133
↓ 1 callersFunctionsd_solid_angle
c is the sin/cos of the desired cone angle
shaders/src/raymarching_primitives.rs:269
↓ 1 callersFunctionsd_sphere
(p: Vec3, s: f32)
shaders/src/raymarching_primitives.rs:59
↓ 1 callersFunctionsd_torus
(p: Vec3, t: Vec2)
shaders/src/raymarching_primitives.rs:83
↓ 1 callersFunctionsd_tri_prism
(mut p: Vec3, mut h: Vec2)
shaders/src/raymarching_primitives.rs:177
↓ 1 callersFunctionsdf_circle
a signed distance function for a circle
shaders/src/a_question_of_time.rs:52
↓ 1 callersFunctionset_camera
(ro: Vec3, ta: Vec3, cr: f32)
shaders/src/soft_shadow_variation.rs:178
↓ 1 callersFunctionset_camera
(ro: Vec3, ta: Vec3, cr: f32)
shaders/src/raymarching_primitives.rs:780
↓ 1 callersMethodsetup_camera
(&self, frag_coord: Vec2)
shaders/src/bubble_buckey_balls.rs:350
↓ 1 callersFunctionshade_surface
(hit: &mut Hit)
shaders/src/geodesic_tiling.rs:681
↓ 1 callersMethodshade_surface
(&self, surf: SurfaceData)
shaders/src/bubble_buckey_balls.rs:544
↓ 1 callersFunctionsine_in_out
(t: f32)
shaders/src/geodesic_tiling.rs:398
↓ 1 callersFunctionsmax
(a: f32, b: f32, k: f32)
shaders/src/luminescence.rs:191
↓ 1 callersFunctionsmin
k should be negative. -4.0 works nicely. smooth blending function
shaders/src/skyline.rs:241
↓ 1 callersFunctionsmin
(a: f32, b: f32, k: f32)
shaders/src/morphing.rs:101
↓ 1 callersFunctionsmin
(a: f32, b: f32, k: f32)
shaders/src/tokyo.rs:139
↓ 1 callersFunctionspectrum
(n: f32)
shaders/src/geodesic_tiling.rs:262
↓ 1 callersFunctionspecular
(n: Vec3, l: Vec3, e: Vec3, s: f32)
shaders/src/seascape.rs:92
↓ 1 callersFunctionsph
(ro: Vec3, rd: Vec3, pos: Vec3, radius: f32)
shaders/src/luminescence.rs:265
↓ 1 callersFunctionspherical_matrix
(theta: f32, phi: f32)
shaders/src/geodesic_tiling.rs:276
↓ 1 callersMethodtrace
(&mut self, ro: Vec3, rd: Vec3, s: f32)
shaders/src/apollonian.rs:68
↓ 1 callersFunctionud_round_box
(p: Vec3, b: Vec3, r: f32)
shaders/src/tokyo.rs:112
↓ 1 callersFunctionv21
(a: Vec2)
shaders/src/skyline.rs:84
↓ 1 callersMethodvol_tex
(&self, uv: Vec3, mut p: Vec3, scale: f32, pump: f32)
shaders/src/luminescence.rs:447
Function_cartesian_to_polar
convert a 3d point to two polar coordinates. First coordinate is elevation angle (angle from the plane going through x+z) Second coordinate is azimuth
shaders/src/bubble_buckey_balls.rs:106
Function_closest_point
(ro: Vec3, rd: Vec3, p: Vec3)
shaders/src/luminescence.rs:233
Function_cmul
(a: Vec2, b: Vec2)
shaders/src/playing_marble.rs:27
Function_dist_ray_segment
(ro: Vec3, rd: Vec3, p1: Vec3, p2: Vec3)
shaders/src/luminescence.rs:251
Function_hash12
(f: f32)
shaders/src/skyline.rs:98
Function_hash1d
(u: f32)
shaders/src/skyline.rs:101
Function_hash2
(n: f32)
shaders/src/a_lot_of_spheres.rs:48
Function_hash3
(n: f32)
shaders/src/a_lot_of_spheres.rs:54
Function_n2
(x: f32, y: f32)
shaders/src/luminescence.rs:92
Function_saturate_vec2
(a: Vec2)
shaders/src/skyline.rs:148
Function_sd_plane
(p: Vec3)
shaders/src/raymarching_primitives.rs:55
Function_secrow
(x: i32, a: f32, b: f32, c: f32, d: f32, e: f32, f: f32, g: f32, h: f32)
shaders/src/flappy_bird.rs:71
Function_selectsec
(x: i32, i: f32)
shaders/src/flappy_bird.rs:84
Function_v31
---- noise functions ----
shaders/src/skyline.rs:81
Methodabout_to_wait
(&mut self, event_loop: &ActiveEventLoop)
src/windowed.rs:346
Functionacos_approx
Based on: https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/
shared/src/lib.rs:37
Methoddefault
()
src/windowed.rs:44
Methodinit_surf
(p: Vec3, n: Vec3)
shaders/src/bubble_buckey_balls.rs:386
Functionmain
()
build.rs:13
Functionmain
()
src/main.rs:10
Functionmain_fs
( #[spirv(frag_coord)] in_frag_coord: Vec4, #[spirv(push_constant)] constants: &ShaderConstants, o
shaders/src/lib.rs:231
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/soft_shadow_variation.rs:187
Methodmain_image
(&self, c: &mut Vec4, p: Vec2)
shaders/src/two_tweets.rs:30
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/atmosphere_system_test.rs:241
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/raymarching_primitives.rs:789
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/apollonian.rs:135
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/a_lot_of_spheres.rs:249
Methodmain_image
Main function
shaders/src/voxel_pac_man.rs:256
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/miracle_snowflakes.rs:244
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/a_question_of_time.rs:311
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/playing_marble.rs:85
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/bubble_buckey_balls.rs:566
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/skyline.rs:1012
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/protean_clouds.rs:186
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/morphing.rs:194
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/luminescence.rs:565
Methodmain_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/mandelbrot_smooth.rs:67
Methodmain_image
main
shaders/src/seascape.rs:233
Methodmain_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/clouds.rs:65
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/geodesic_tiling.rs:750
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/filtering_procedurals.rs:340
Methodmain_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/moving_square.rs:26
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/flappy_bird.rs:1229
Methodmain_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/tileable_water_caustic.rs:33
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/phantom_star.rs:61
Methodmain_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/galaxy_of_universes.rs:26
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/on_off_spikes.rs:312
Methodmain_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/tokyo.rs:449
Methodmain_vr
( &mut self, frag_color: &mut Vec4, _frag_coord: Vec2, frag_ray_ori: Vec3,
shaders/src/apollonian.rs:172
Functionmain_vs
(#[spirv(vertex_index)] vert_idx: i32, #[spirv(position)] builtin_pos: &mut Vec4)
shaders/src/lib.rs:243
Methodnew
(inputs: Inputs)
shaders/src/atmosphere_system_test.rs:32
Methodnew
(inputs: Inputs)
shaders/src/apollonian.rs:33
Methodnew
(inputs: Inputs)
shaders/src/voxel_pac_man.rs:39
Methodnew
(inputs: Inputs)
shaders/src/miracle_snowflakes.rs:54
Methodnew
(inputs: Inputs<C0, C1>)
shaders/src/bubble_buckey_balls.rs:38
Methodnew
(inputs: Inputs<C0>)
shaders/src/skyline.rs:52
Methodnew
(inputs: Inputs)
shaders/src/protean_clouds.rs:52
Methodnew
(inputs: Inputs)
shaders/src/morphing.rs:39
Methodnew
(inputs: Inputs)
shaders/src/luminescence.rs:45
Methodnew
(inputs: Inputs)
shaders/src/geodesic_tiling.rs:33
Methodnew
(inputs: Inputs)
shaders/src/flappy_bird.rs:30
Methodnew
(inputs: Inputs)
shaders/src/on_off_spikes.rs:37
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