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github.com/Rust-GPU/rust-gpu-shadertoys
/ functions
Functions
405 in github.com/Rust-GPU/rust-gpu-shadertoys
⨍
Functions
405
◇
Types & classes
66
↓ 1 callers
Function
sd_capped_torus
(mut p: Vec3, sc: Vec2, ra: f32, rb: f32)
shaders/src/raymarching_primitives.rs:87
↓ 1 callers
Function
sd_capsule
(p: Vec3, a: Vec3, b: Vec3, r: f32)
shaders/src/raymarching_primitives.rs:126
↓ 1 callers
Function
sd_cone
vertical
shaders/src/raymarching_primitives.rs:218
↓ 1 callers
Function
sd_cylinder
arbitrary orientation
shaders/src/raymarching_primitives.rs:199
↓ 1 callers
Function
sd_cylinder
(p: Vec3, h: Vec2)
shaders/src/tokyo.rs:125
↓ 1 callers
Function
sd_cylinder_vertical
vertical
shaders/src/raymarching_primitives.rs:193
↓ 1 callers
Function
sd_ellipsoid
approximated
shaders/src/raymarching_primitives.rs:77
↓ 1 callers
Function
sd_hex_prism
(mut p: Vec3, h: Vec2)
shaders/src/raymarching_primitives.rs:97
↓ 1 callers
Function
sd_octahedron
(mut p: Vec3, s: f32)
shaders/src/raymarching_primitives.rs:276
↓ 1 callers
Function
sd_octogon_prism
(mut p: Vec3, r: f32, h: f32)
shaders/src/raymarching_primitives.rs:110
↓ 1 callers
Function
sd_plane
(p: Vec3)
shaders/src/soft_shadow_variation.rs:37
↓ 1 callers
Function
sd_pyramid
(mut p: Vec3, h: f32)
shaders/src/raymarching_primitives.rs:312
↓ 1 callers
Function
sd_rhombus
la,lb=semi axis, h=height, ra=corner
shaders/src/raymarching_primitives.rs:340
↓ 1 callers
Function
sd_round_cone
(p: Vec3, a: Vec3, b: Vec3, r1: f32, r2: f32)
shaders/src/raymarching_primitives.rs:150
↓ 1 callers
Function
sd_round_cone_vertical
(p: Vec3, r1: f32, r2: f32, h: f32)
shaders/src/raymarching_primitives.rs:133
↓ 1 callers
Function
sd_solid_angle
c is the sin/cos of the desired cone angle
shaders/src/raymarching_primitives.rs:269
↓ 1 callers
Function
sd_sphere
(p: Vec3, s: f32)
shaders/src/raymarching_primitives.rs:59
↓ 1 callers
Function
sd_torus
(p: Vec3, t: Vec2)
shaders/src/raymarching_primitives.rs:83
↓ 1 callers
Function
sd_tri_prism
(mut p: Vec3, mut h: Vec2)
shaders/src/raymarching_primitives.rs:177
↓ 1 callers
Function
sdf_circle
a signed distance function for a circle
shaders/src/a_question_of_time.rs:52
↓ 1 callers
Function
set_camera
(ro: Vec3, ta: Vec3, cr: f32)
shaders/src/soft_shadow_variation.rs:178
↓ 1 callers
Function
set_camera
(ro: Vec3, ta: Vec3, cr: f32)
shaders/src/raymarching_primitives.rs:780
↓ 1 callers
Method
setup_camera
(&self, frag_coord: Vec2)
shaders/src/bubble_buckey_balls.rs:350
↓ 1 callers
Function
shade_surface
(hit: &mut Hit)
shaders/src/geodesic_tiling.rs:681
↓ 1 callers
Method
shade_surface
(&self, surf: SurfaceData)
shaders/src/bubble_buckey_balls.rs:544
↓ 1 callers
Function
sine_in_out
(t: f32)
shaders/src/geodesic_tiling.rs:398
↓ 1 callers
Function
smax
(a: f32, b: f32, k: f32)
shaders/src/luminescence.rs:191
↓ 1 callers
Function
smin
k should be negative. -4.0 works nicely. smooth blending function
shaders/src/skyline.rs:241
↓ 1 callers
Function
smin
(a: f32, b: f32, k: f32)
shaders/src/morphing.rs:101
↓ 1 callers
Function
smin
(a: f32, b: f32, k: f32)
shaders/src/tokyo.rs:139
↓ 1 callers
Function
spectrum
(n: f32)
shaders/src/geodesic_tiling.rs:262
↓ 1 callers
Function
specular
(n: Vec3, l: Vec3, e: Vec3, s: f32)
shaders/src/seascape.rs:92
↓ 1 callers
Function
sph
(ro: Vec3, rd: Vec3, pos: Vec3, radius: f32)
shaders/src/luminescence.rs:265
↓ 1 callers
Function
spherical_matrix
(theta: f32, phi: f32)
shaders/src/geodesic_tiling.rs:276
↓ 1 callers
Method
trace
(&mut self, ro: Vec3, rd: Vec3, s: f32)
shaders/src/apollonian.rs:68
↓ 1 callers
Function
ud_round_box
(p: Vec3, b: Vec3, r: f32)
shaders/src/tokyo.rs:112
↓ 1 callers
Function
v21
(a: Vec2)
shaders/src/skyline.rs:84
↓ 1 callers
Method
vol_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
Method
about_to_wait
(&mut self, event_loop: &ActiveEventLoop)
src/windowed.rs:346
Function
acos_approx
Based on: https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/
shared/src/lib.rs:37
Method
default
()
src/windowed.rs:44
Method
init_surf
(p: Vec3, n: Vec3)
shaders/src/bubble_buckey_balls.rs:386
Function
main
()
build.rs:13
Function
main
()
src/main.rs:10
Function
main_fs
( #[spirv(frag_coord)] in_frag_coord: Vec4, #[spirv(push_constant)] constants: &ShaderConstants, o
shaders/src/lib.rs:231
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/soft_shadow_variation.rs:187
Method
main_image
(&self, c: &mut Vec4, p: Vec2)
shaders/src/two_tweets.rs:30
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/atmosphere_system_test.rs:241
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/raymarching_primitives.rs:789
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/apollonian.rs:135
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/a_lot_of_spheres.rs:249
Method
main_image
Main function
shaders/src/voxel_pac_man.rs:256
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/miracle_snowflakes.rs:244
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/a_question_of_time.rs:311
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/playing_marble.rs:85
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/bubble_buckey_balls.rs:566
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/skyline.rs:1012
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/protean_clouds.rs:186
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/morphing.rs:194
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/luminescence.rs:565
Method
main_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/mandelbrot_smooth.rs:67
Method
main_image
main
shaders/src/seascape.rs:233
Method
main_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/clouds.rs:65
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/geodesic_tiling.rs:750
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/filtering_procedurals.rs:340
Method
main_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/moving_square.rs:26
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/flappy_bird.rs:1229
Method
main_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/tileable_water_caustic.rs:33
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/phantom_star.rs:61
Method
main_image
(&self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/galaxy_of_universes.rs:26
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/on_off_spikes.rs:312
Method
main_image
(&mut self, frag_color: &mut Vec4, frag_coord: Vec2)
shaders/src/tokyo.rs:449
Method
main_vr
( &mut self, frag_color: &mut Vec4, _frag_coord: Vec2, frag_ray_ori: Vec3,
shaders/src/apollonian.rs:172
Function
main_vs
(#[spirv(vertex_index)] vert_idx: i32, #[spirv(position)] builtin_pos: &mut Vec4)
shaders/src/lib.rs:243
Method
new
(inputs: Inputs)
shaders/src/atmosphere_system_test.rs:32
Method
new
(inputs: Inputs)
shaders/src/apollonian.rs:33
Method
new
(inputs: Inputs)
shaders/src/voxel_pac_man.rs:39
Method
new
(inputs: Inputs)
shaders/src/miracle_snowflakes.rs:54
Method
new
(inputs: Inputs<C0, C1>)
shaders/src/bubble_buckey_balls.rs:38
Method
new
(inputs: Inputs<C0>)
shaders/src/skyline.rs:52
Method
new
(inputs: Inputs)
shaders/src/protean_clouds.rs:52
Method
new
(inputs: Inputs)
shaders/src/morphing.rs:39
Method
new
(inputs: Inputs)
shaders/src/luminescence.rs:45
Method
new
(inputs: Inputs)
shaders/src/geodesic_tiling.rs:33
Method
new
(inputs: Inputs)
shaders/src/flappy_bird.rs:30
Method
new
(inputs: Inputs)
shaders/src/on_off_spikes.rs:37
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