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Transform
GDShaderInclude Quaternion<>():GDShaderInclude
vec3 applyMatrix<>(
vec3 v=,
v:vec3=,
mat4 m=,
m:mat4=,
):vec3
vec3 applyMatrixWithoutTranslation<>(
vec3 v=,
v:vec3=,
mat4 m=,
m:mat4=,
):vec3
vec3 applyMatrix<>(
vec3 v=,
v:vec3=,
mat3 m=,
m:mat3=,
):vec3
vec3 localToWorld<>(
vec3 local=,
local:vec3=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
):vec3
vec3 localToWorldDirection<>(
vec3 local=,
local:vec3=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
):vec3
vec3 localToView<>(
vec3 local=,
local:vec3=,
mat4 _MODELVIEW_MATRIX=,
_MODELVIEW_MATRIX:mat4=,
):vec3
vec3 localToViewDirection<>(
vec3 local=,
local:vec3=,
mat4 _MODELVIEW_MATRIX=,
_MODELVIEW_MATRIX:mat4=,
):vec3
vec3 localToViewDirection<>(
vec3 local=,
local:vec3=,
mat3 _MODELVIEW_NORMAL_MATRIX=,
_MODELVIEW_NORMAL_MATRIX:mat3=,
):vec3
vec3 worldToLocal<>(
vec3 world=,
world:vec3=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
):vec3
vec3 worldToLocalDirection<>(
vec3 world=,
world:vec3=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
):vec3
vec3 worldToView<>(
vec3 world=,
world:vec3=,
mat4 _VIEW_MATRIX=,
_VIEW_MATRIX:mat4=,
):vec3
vec3 worldToViewDirection<>(
vec3 worldDirection=,
worldDirection:vec3=,
mat4 _VIEW_MATRIX=,
_VIEW_MATRIX:mat4=,
):vec3
vec3 viewToWorld<>(
vec3 view=,
view:vec3=,
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
):vec3
vec3 viewToWorldDirection<>(
vec3 viewDirection=,
viewDirection:vec3=,
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
):vec3
vec3 viewToLocal<>(
vec3 view=,
view:vec3=,
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
):vec3
vec3 viewToLocal<>(
vec3 view=,
view:vec3=,
mat4 _MODELVIEW_MATRIX=,
_MODELVIEW_MATRIX:mat4=,
):vec3
vec3 viewToLocalDirection<>(
vec3 viewDirection=,
viewDirection:vec3=,
mat4 _MODELVIEW_MATRIX=,
_MODELVIEW_MATRIX:mat4=,
):vec3
vec3 viewToLocalDirection<>(
vec3 view=,
view:vec3=,
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
):vec3
vec4 viewToClip<>(
vec3 view=,
view:vec3=,
mat4 _PROJECTION_MATRIX=,
_PROJECTION_MATRIX:mat4=,
):vec4
vec2 clipToScreen<>(
vec4 clip=,
clip:vec4=,
):vec2
vec4 screenToClip<>(
vec2 screen=,
screen:vec2=,
float z=,
z:float=,
):vec4
vec4 clipToView<>(
vec4 clip=,
clip:vec4=,
mat4 _INV_PROJECTION_MATRIX=,
_INV_PROJECTION_MATRIX:mat4=,
):vec4
vec4 screenToView<>(
vec2 screen=,
screen:vec2=,
float z=,
z:float=,
mat4 _INV_PROJECTION_MATRIX=,
_INV_PROJECTION_MATRIX:mat4=,
):vec4
vec3 screenToWorld<>(
vec2 screen=,
screen:vec2=,
float z=,
z:float=,
mat4 _INV_PROJECTION_MATRIX=,
_INV_PROJECTION_MATRIX:mat4=,
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
):vec3
vec2 viewToScreen<>(
vec3 view=,
view:vec3=,
mat4 _PROJECTION_MATRIX=,
_PROJECTION_MATRIX:mat4=,
):vec2
vec2 localToScreen<>(
vec3 local=,
local:vec3=,
mat4 _MODELVIEW_MATRIX=,
_MODELVIEW_MATRIX:mat4=,
mat4 _PROJECTION_MATRIX=,
_PROJECTION_MATRIX:mat4=,
):vec2
vec2 worldToScreen<>(
vec3 world=,
world:vec3=,
mat4 _VIEW_MATRIX=,
_VIEW_MATRIX:mat4=,
mat4 _PROJECTION_MATRIX=,
_PROJECTION_MATRIX:mat4=,
):vec2
vec3 extractTranslation<>(
mat4 matrix=,
matrix:mat4=,
):vec3
vec3 extractScale<>(
mat3 matrix=,
matrix:mat3=,
):vec3
vec3 extractScale<>(
mat4 matrix=,
matrix:mat4=,
):vec3
mat3 extractRotationMatrix<>(
mat4 m=,
m:mat4=,
):mat3
vec4 extractQuaternion<>(
mat4 m=,
m:mat4=,
):vec4
float extractRotationX<>(
mat4 matrix=,
matrix:mat4=,
):float
float extractRotationY<>(
mat4 matrix=,
matrix:mat4=,
):float
float extractRotationZ<>(
mat4 matrix=,
matrix:mat4=,
):float
vec2 tilingOffset<>(
vec2 uv=,
uv:vec2=,
vec4 tilingOffset=,
tilingOffset:vec4=,
):vec2
vec2 tilingOffsetRepeat<>(
vec2 uv=,
uv:vec2=,
vec4 tilingOffset=,
tilingOffset:vec4=,
):vec2
vec3 billboardWorldOffset<>(
vec2 _UV=,
_UV:vec2=,
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
):vec3
vec3 billboardWorldOffsetWithSize<>(
vec2 size=,
size:vec2=,
vec2 _UV=,
_UV:vec2=,
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
):vec3
vec2 rotate_v2<>(
vec2 uv=,
uv:vec2=,
float angle=,
angle:float=,
):vec2
vec2 rotateAround_v2<>(
vec2 uv=,
uv:vec2=,
float angle=,
angle:float=,
vec2 pivot=,
pivot:vec2=,
):vec2
vec2 rotateAroundTexture_v2<>(
vec2 uv=,
uv:vec2=,
float angle=,
angle:float=,
vec2 pivot=,
pivot:vec2=,
vec2 textureSize=,
textureSize:vec2=,
):vec2
vec3 cameraWorldPosition<>(
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
):vec3
vec3 cameraWorldForward<>(
mat4 _INV_VIEW_MATRIX=,
_INV_VIEW_MATRIX:mat4=,
):vec3
mat3 identity_m3<>():mat3
mat3 translate_m3<>(
vec2 translation=,
translation:vec2=,
):mat3
mat3 scale_m3<>(
vec2 scale=,
scale:vec2=,
):mat3
mat3 scalePivot_m3<>(
vec2 scale=,
scale:vec2=,
vec2 pivot=,
pivot:vec2=,
):mat3
mat3 rotate_m3<>(
float radiansAngle=,
radiansAngle:float=,
):mat3
mat3 rotatePivot_m3<>(
float radiansAngle=,
radiansAngle:float=,
vec2 pivot=,
pivot:vec2=,
):mat3
mat3 rotatePivotAspect_m3<>(
float radiansAngle=,
radiansAngle:float=,
vec2 pivot=,
pivot:vec2=,
float aspect=,
aspect:float=,
):mat3
vec2 applyMatrix_m3v2<>(
mat3 matrix=,
matrix:mat3=,
vec2 point=,
point:vec2=,
):vec2
vec2 scale<>(
vec2 position=,
position:vec2=,
vec2 pivot=,
pivot:vec2=,
vec2 scale=,
scale:vec2=,
):vec2
vec2 applyMatrixBase_m3v2<>(
mat3 matrix=,
matrix:mat3=,
vec2 point=,
point:vec2=,
):vec2
mat4 identity_m4<>():mat4
mat4 translate_m4<>(
vec3 translation=,
translation:vec3=,
):mat4
mat4 scale_m4<>(
vec3 scale=,
scale:vec3=,
):mat4
mat4 rotationX_m4<>(
float radiansAngle=,
radiansAngle:float=,
):mat4
mat4 rotationY_m4<>(
float radiansAngle=,
radiansAngle:float=,
):mat4
mat4 rotationZ_m4<>(
float radiansAngle=,
radiansAngle:float=,
):mat4
mat4 eulerRotation<>(
vec3 eulerRadians=,
eulerRadians:vec3=,
):mat4
vec3 rotateEuler<>(
vec3 position=,
position:vec3=,
vec3 euler=,
euler:vec3=,
):vec3
vec3 rotateEulerDegrees<>(
vec3 position=,
position:vec3=,
vec3 euler=,
euler:vec3=,
):vec3
mat3 quaternionToRotationMatrix<>(
vec4 q=,
q:vec4=,
):mat3
mat4 TRS<>(
vec3 translation=,
translation:vec3=,
vec4 rotation=,
rotation:vec4=,
vec3 scale=,
scale:vec3=,
):mat4
mat4 TRS<>(
vec3 translation=,
translation:vec3=,
vec3 eulerRadians=,
eulerRadians:vec3=,
vec3 scale=,
scale:vec3=,
):mat4
mat4 mixTRS<>(
mat4 a=,
a:mat4=,
mat4 b=,
b:mat4=,
float t=,
t:float=,
):mat4
vec2 worldUVfromWorldXZ<>(
vec3 worldVertex=,
worldVertex:vec3=,
vec2 centerXZ=,
centerXZ:vec2=,
vec2 sizeXZ=,
sizeXZ:vec2=,
):vec2
vec2 worldUVfromLocalXZ<>(
vec3 localVertex=,
localVertex:vec3=,
vec2 centerXZ=,
centerXZ:vec2=,
vec2 sizeXZ=,
sizeXZ:vec2=,
mat4 _MODEL_MATRIX=,
_MODEL_MATRIX:mat4=,
):vec2
mat3 createFromToRotation<>(
vec3 from=,
from:vec3=,
vec3 to=,
to:vec3=,
):mat3












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