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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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