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Depth
GDShaderInclude Transform<>():GDShaderInclude
float getDepth<>(
sampler2D _depthTexture=,
_depthTexture:sampler2D=,
vec2 screenUV=,
screenUV:vec2=,
):float
vec3 getDepthViewPositiontAtScreen<>(
sampler2D _depthTexture=,
_depthTexture:sampler2D=,
vec2 screenUV=,
screenUV:vec2=,
mat4 _INV_PROJECTION_MATRIX=,
_INV_PROJECTION_MATRIX:mat4=,
):vec3
float getDepthProximityAlpha<>(
sampler2D _depthTexture=,
_depthTexture:sampler2D=,
vec2 screenUV=,
screenUV:vec2=,
mat4 _INV_PROJECTION_MATRIX=,
_INV_PROJECTION_MATRIX:mat4=,
float vertexZ=,
vertexZ:float=,
float fadeDistance=,
fadeDistance:float=,
):float
vec3 getDepthViewPositionAtViewPosition<>(
sampler2D _depthTexture=,
_depthTexture:sampler2D=,
vec3 viewPosition=,
viewPosition:vec3=,
mat4 _PROJECTION_MATRIX=,
_PROJECTION_MATRIX:mat4=,
mat4 _INV_PROJECTION_MATRIX=,
_INV_PROJECTION_MATRIX:mat4=,
):vec3
bool isVisibleAt<>(
sampler2D _depthTexture=,
_depthTexture:sampler2D=,
vec3 viewPosition=,
viewPosition:vec3=,
mat4 _PROJECTION_MATRIX=,
_PROJECTION_MATRIX:mat4=,
mat4 _INV_PROJECTION_MATRIX=,
_INV_PROJECTION_MATRIX:mat4=,
):bool
bool isInFrontOf<>(
sampler2D _depthTexture=,
_depthTexture:sampler2D=,
vec3 viewPosition=,
viewPosition:vec3=,
vec2 screenPosition=,
screenPosition:vec2=,
mat4 _INV_PROJECTION_MATRIX=,
_INV_PROJECTION_MATRIX:mat4=,
):bool
bool isInFrontOfDepth<>(
sampler2D _depthTexture=,
_depthTexture:sampler2D=,
float testDepth=,
testDepth:float=,
vec2 screenPosition=,
screenPosition:vec2=,
):bool
float getQuickOcclusionAt<>(
sampler2D _depthTexture=,
_depthTexture:sampler2D=,
vec3 viewPosition=,
viewPosition:vec3=,
vec2 uvPixelSize=,
uvPixelSize:vec2=,
int maxSteps=,
maxSteps:int=,
float stride=,
stride:float=,
mat4 _PROJECTION_MATRIX=,
_PROJECTION_MATRIX:mat4=,
mat4 _INV_PROJECTION_MATRIX=,
_INV_PROJECTION_MATRIX:mat4=,
):float
float getOcclusionAt<>(
sampler2D _depthTexture=,
_depthTexture:sampler2D=,
vec3 viewPosition=,
viewPosition:vec3=,
vec2 uvPixelSize=,
uvPixelSize:vec2=,
int maxSteps=,
maxSteps:int=,
float stride=,
stride:float=,
mat4 _PROJECTION_MATRIX=,
_PROJECTION_MATRIX:mat4=,
mat4 _INV_PROJECTION_MATRIX=,
_INV_PROJECTION_MATRIX:mat4=,
):float












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