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GDShaderInclude Colors<>():GDShaderInclude
void computeRectangleBounds<>( float in_offset=, in_offset:float=, float in_radius=, in_radius:float=, float in_maxRadius=, in_maxRadius:float=, vec2 size=, size:vec2=, vec2 minP=, minP:vec2=, vec2 maxP=, maxP:vec2=, float out_radius=, out_radius:float=, ):void
float roundedRectangleDistance<>( vec2 minP=, minP:vec2=, vec2 maxP=, maxP:vec2=, vec2 pos=, pos:vec2=, ):float
float roundedRectangle<>( vec2 minP=, minP:vec2=, vec2 maxP=, maxP:vec2=, vec2 point=, point:vec2=, float borderSize=, borderSize:float=, float sharp=, sharp:float=, ):float
float sdf_fill<>( float sd=, sd:float=, ):float
float sdf_stroke<>( float sd=, sd:float=, float strokeWidth=, strokeWidth:float=, ):float
vec2 sdf_shape<>( float sd=, sd:float=, float strokeWidth=, strokeWidth:float=, ):vec2
vec4 sdf_coloredShape<>( float _sd=, _sd:float=, float _strokeWidth=, _strokeWidth:float=, vec4 _fillColor=, _fillColor:vec4=, vec4 _strokeColor=, _strokeColor:vec4=, ):vec4
float t2<>( vec2 v=, v:vec2=, ):float
float t2<>( vec3 v=, v:vec3=, ):float
float ndot<>( vec2 a=, a:vec2=, vec2 b=, b:vec2=, ):float
float sdCircle<>( vec2 p=, p:vec2=, float r=, r:float=, ):float
float sdRoundedBox<>( vec2 p=, p:vec2=, vec2 b=, b:vec2=, vec4 r=, r:vec4=, ):float
float sdChamferBox<>( vec2 p=, p:vec2=, vec2 b=, b:vec2=, float chamfer=, chamfer:float=, ):float
float sdBox<>( vec2 p=, p:vec2=, vec2 b=, b:vec2=, ):float
float sdPoint<>( vec3 position=, position:vec3=, vec3 point=, point:vec3=, ):float
float sdSphere<>( vec3 position=, position:vec3=, vec3 sphereCenter=, sphereCenter:vec3=, float shereRadius=, shereRadius:float=, ):float
float sdBox<>( vec3 position=, position:vec3=, vec3 boxDimensions=, boxDimensions:vec3=, ):float
float sdRoundBox<>( vec3 position=, position:vec3=, vec3 boxDimensions=, boxDimensions:vec3=, float boxRadius=, boxRadius:float=, ):float
float sdLine<>( vec3 position=, position:vec3=, vec3 lineStart=, lineStart:vec3=, vec3 lineEnd=, lineEnd:vec3=, ):float
float sdCapsule<>( vec3 position=, position:vec3=, vec3 capsuleStart=, capsuleStart:vec3=, vec3 capsuleEnd=, capsuleEnd:vec3=, float capsuleRadius=, capsuleRadius:float=, ):float
float sdRoundCone<>( vec3 p=, p:vec3=, vec3 a=, a:vec3=, vec3 b=, b:vec3=, float r1=, r1:float=, float r2=, r2:float=, ):float



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