class-description
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VOLLBILD AN/AUS
Billboard
GDShaderInclude Transform<>():GDShaderInclude
GDShaderInclude Math<>():GDShaderInclude
void applyBillboardBending<>(
vec3 _VERTEX=,
_VERTEX:vec3=,
vec3 _CAMERA_DIRECTION_WORLD=,
_CAMERA_DIRECTION_WORLD:vec3=,
vec3 _CAMERA_POSITION_WORLD=,
_CAMERA_POSITION_WORLD:vec3=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
mat4 _VIEW_MATRIX=,
_VIEW_MATRIX:mat4=,
mat4 _PROJECTION_MATRIX=,
_PROJECTION_MATRIX:mat4=,
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
float _bendingAmount=,
_bendingAmount:float=,
float _maxBendingAmount=,
_maxBendingAmount:float=,
float _edgeScale=,
_edgeScale:float=,
float _minY=,
_minY:float=,
float _maxY=,
_maxY:float=,
):void
void applyBillboardBendingWithDirection<>(
vec3 _VERTEX=,
_VERTEX:vec3=,
vec3 _CAMERA_DIRECTION_WORLD=,
_CAMERA_DIRECTION_WORLD:vec3=,
vec3 _CAMERA_POSITION_WORLD=,
_CAMERA_POSITION_WORLD:vec3=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
mat4 _VIEW_MATRIX=,
_VIEW_MATRIX:mat4=,
mat4 _PROJECTION_MATRIX=,
_PROJECTION_MATRIX:mat4=,
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
float _bendingAmount=,
_bendingAmount:float=,
float _maxBendingAmount=,
_maxBendingAmount:float=,
float _edgeScale=,
_edgeScale:float=,
float _minY=,
_minY:float=,
float _maxY=,
_maxY:float=,
vec3 _bendingDirection=,
_bendingDirection:vec3=,
):void












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