class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS 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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