Пример #1
0
 /// <summary>
 /// Returns a 4D noise value based on the input value x
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec4 noise4(vec2 x)
 {
     return(null);
 }
Пример #2
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 public static vec3 vec3(double v1, vec2 v2)
 {
     return(null);
 }
Пример #3
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 public static vec4 vec4(vec2 v2, vec2 v4)
 {
     return(null);
 }
Пример #4
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 public static vec2 mix(vec2 x, vec2 y, double a)
 {
     return(null);
 }
Пример #5
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 public static float length(vec2 v)
 {
     return(0.0f);
 }
Пример #6
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 public static vec2 vec2(vec2 v1)
 {
     return(null);
 }
Пример #7
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 public static vec2 fract(vec2 value)
 {
     return(null);
 }
Пример #8
0
 /// <summary>
 /// Returns x raised to the y power, i.e., x^y. Results
 /// are undefined if x < 0. Results are undefined if
 /// x = 0 and y = 0.
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <returns></returns>
 public static vec2 pow(vec2 x, vec2 y)
 {
     return(null);
 }
Пример #9
0
 /// <summary>
 /// Returns the natural exponentiation of x, i.e., e^x.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec2 exp(vec2 x)
 {
     return(null);
 }
Пример #10
0
 /// <summary>
 /// Returns the positive square root of x. Results
 /// are undefined if x < 0.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec2 sqrt(vec2 x)
 {
     return(null);
 }
Пример #11
0
 /// <summary>
 /// Returns the reciprocal of the positive square
 /// root of x. Results are undefined if x <= 0.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec2 inversesqrt(vec2 x)
 {
     return(null);
 }
Пример #12
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 /// <summary>
 /// Returns the base 2 log of x, i.e., returns the
 /// value y, which satisfies the equation x = 2^y.
 /// Results are undefined if x <= 0.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec2 log2(vec2 x)
 {
     return(null);
 }
Пример #13
0
 /// <summary>
 /// Returns a 2D noise value based on the input value x
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec2 noise2(vec2 x)
 {
     return(null);
 }
Пример #14
0
 /// <summary>
 /// Returns a 1D noise value based on the input value x
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static float noise1(vec2 x)
 {
     return(0.0f);
 }
Пример #15
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 public static float dot(vec2 v1, vec2 v2)
 {
     return(0.0f);
 }
Пример #16
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 public static float dot(vec2 x, vec2 y)
 {
     return(0.0f);
 }
Пример #17
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 public static vec4 texture2D(sampler2D simplexTexture, vec2 sindex)
 {
     return(null);
 }
Пример #18
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 /// <summary>
 /// If dot (Nref, I) &lt; 0.0, return N; otherwise,
 /// return -N.
 /// </summary>
 /// <param name="N"></param>
 /// <param name="I"></param>
 /// <param name="Nref"></param>
 /// <returns></returns>
 public static vec2 faceforward(vec2 N, vec2 I, vec2 Nref)
 {
     return(null);
 }
Пример #19
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 public static vec2 step(double value, vec2 offsets)
 {
     return(null);
 }
Пример #20
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 /// <summary>
 /// For the incident vector I and surface
 /// orientation N, returns the reflection
 /// direction:
 /// result = I - 2.0 * dot (N, I ) *􀀃N
 /// N must already be normalized to achieve the
 /// desired result. I need not be normalized.
 /// </summary>
 /// <param name="I"></param>
 /// <param name="N"></param>
 /// <returns></returns>
 public static vec2 reflect(vec2 I, vec2 N)
 {
     return(null);
 }
Пример #21
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 public static vec2 floor(vec2 value)
 {
     return(null);
 }
Пример #22
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 /// <summary>
 /// For the incident vector I and surface normal
 /// N and the ratio of indices of refraction eta,
 /// returns the refraction vector. The returned
 /// result is computed as
 /// k = 1.0 - eta * eta *
 ///     (1.0 - dot (N, I) * dot (N, I))
 /// if (k &lt; 0.0)
 ///     result = 0.0;
 ///     //(result type is float or vec2/3/4)
 /// else
 ///     result = eta * I-
 ///         (eta * dot (N, I) * sqrt (k)) * N
 /// The input parameters for the incident
 /// vector I and surface normal N must already
 /// be normalized to achieve the desired result.
 /// </summary>
 /// <param name="I"></param>
 /// <param name="N"></param>
 /// <param name="eta"></param>
 /// <returns></returns>
 public static vec2 refract(vec2 I, vec2 N, float eta)
 {
     return(null);
 }
Пример #23
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 public static vec2 clamp(vec2 x, double minVal, double maxVal)
 {
     return(null);
 }
Пример #24
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 /// <summary>
 /// Returns the distance between p0 and p1,
 /// i.e., length(p0 - p1).
 /// </summary>
 /// <param name="p0"></param>
 /// <param name="p1"></param>
 /// <returns></returns>
 public static float distance(vec2 p0, vec2 p1)
 {
     return(0.0f);
 }
Пример #25
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 public static vec3 vec3(vec2 v1, double v2)
 {
     return(null);
 }
Пример #26
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 public static vec4 texture(sampler2D texture, vec2 uv)
 {
     return(null);
 }
Пример #27
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 public static vec4 vec4(vec2 v2, double v3, double v4)
 {
     return(null);
 }
Пример #28
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 public static vec2 normalize(vec2 v)
 {
     return(null);
 }
Пример #29
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 public static vec4 vec4(double v1, double v2, vec2 v4)
 {
     return(null);
 }
Пример #30
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 /// <summary>
 /// Returns a 3D noise value based on the input value x
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 noise3(vec2 x)
 {
     return(null);
 }