/// <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); }
public static vec3 vec3(double v1, vec2 v2) { return(null); }
public static vec4 vec4(vec2 v2, vec2 v4) { return(null); }
public static vec2 mix(vec2 x, vec2 y, double a) { return(null); }
public static float length(vec2 v) { return(0.0f); }
public static vec2 vec2(vec2 v1) { return(null); }
public static vec2 fract(vec2 value) { return(null); }
/// <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); }
/// <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); }
/// <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); }
/// <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); }
/// <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); }
/// <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); }
/// <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); }
public static float dot(vec2 v1, vec2 v2) { return(0.0f); }
public static float dot(vec2 x, vec2 y) { return(0.0f); }
public static vec4 texture2D(sampler2D simplexTexture, vec2 sindex) { return(null); }
/// <summary> /// If dot (Nref, I) < 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); }
public static vec2 step(double value, vec2 offsets) { return(null); }
/// <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); }
public static vec2 floor(vec2 value) { return(null); }
/// <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 < 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); }
public static vec2 clamp(vec2 x, double minVal, double maxVal) { return(null); }
/// <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); }
public static vec3 vec3(vec2 v1, double v2) { return(null); }
public static vec4 texture(sampler2D texture, vec2 uv) { return(null); }
public static vec4 vec4(vec2 v2, double v3, double v4) { return(null); }
public static vec2 normalize(vec2 v) { return(null); }
public static vec4 vec4(double v1, double v2, vec2 v4) { return(null); }
/// <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); }