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vec4 | applyTF (sampler2D transferFunction, vec4 voxel) |
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vec4 | applyTF (sampler2D transferFunction, vec4 voxel, int channel) |
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vec4 | applyTF (sampler2D transferFunction, float intensity) |
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vec4 | compositeDVR (in vec4 curResult, in vec4 color, in float t, inout float tDepth, in float tIncr) |
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vec4 | compositeMIP (in vec4 curResult, in vec4 color, in float t, inout float tDepth) |
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vec4 | compositeFHP (in vec4 curResult, in vec4 color, in vec3 samplePos, in float t, inout float tDepth) |
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vec4 | compositeFHN (in vec4 curResult, in vec4 color, in vec3 gradient, in float t, inout float tDepth) |
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vec4 | compositeFHN_VS (in vec4 curResult, in vec4 color, in vec3 gradient, in float t, in CameraParameters camera, inout float tDepth) |
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vec4 | compositeFHD (in vec4 curResult, in vec4 color, in float t, inout float tDepth) |
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vec4 | compositeISO (in vec4 curResult, in vec4 color, in float intensity, in float t, inout float tDepth, in float tIncr, in float isoValue) |
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vec4 | compositeISON (in vec4 curResult, in vec4 color, in float intensity, in vec3 gradient, in float t, inout float tDepth, in float isoValue) |
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float | convertScreenToEye (CameraParameters camera, float depthScreen) |
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float | convertEyeToScreen (CameraParameters camera, float depthEye) |
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float | calculateDepthValue (CameraParameters camera, float t, float entryDepthScreen, float exitDepthScreen) |
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float | calculateTValueFromDepthValue (CameraParameters camera, float depth, float entryDepthScreen, float exitDepthScreen) |
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float | convertDepthViewToClip (CameraParameters camera, float z) |
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float | convertDepthClipToView (CameraParameters camera, float z) |
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float | convertDepthScreenToView (CameraParameters camera, float z) |
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float | convertDepthViewToScreen (CameraParameters camera, float z) |
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vec3 | gradientForwardDiff (vec4 intensity, sampler3D volume, VolumeParameters volumeParams, vec3 samplePos, int channel) |
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vec3 | gradientCentralDiff (vec4 intensity, sampler3D volume, VolumeParameters volumeParams, vec3 samplePos, int channel) |
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vec3 | gradientBackwardDiff (vec4 intensity, sampler3D volume, VolumeParameters volumeParams, vec3 samplePos, int channel) |
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vec3 | gradientCentralDiffH (vec4 intensity, sampler3D volume, VolumeParameters volumeParams, vec3 samplePos, int channel) |
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mat4x3 | gradientAllForwardDiff (vec4 intensity, sampler3D volume, VolumeParameters volumeParams, vec3 samplePos) |
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mat4x3 | gradientAllCentralDiff (vec4 intensity, sampler3D volume, VolumeParameters volumeParams, vec3 samplePos) |
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mat4x3 | gradientAllBackwardDiff (vec4 intensity, sampler3D volume, VolumeParameters volumeParams, vec3 samplePos) |
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mat4x3 | gradientAllCentralDiffH (vec4 intensity, sampler3D volume, VolumeParameters volumeParams, vec3 samplePos) |
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vec3 | gradientPrecomputedXYZ (vec4 intensity, VolumeParameters volumeParams) |
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vec3 | gradientPrecomputedYZW (vec4 intensity, VolumeParameters volumeParams) |
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bool | rayPlaneIntersection (in PlaneParameters plane, in vec3 point, in vec3 rayDir, inout float t0, in float t1) |
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vec4 | drawIsosurface (in vec4 curResult, in float isovalue, in vec4 isosurfaceColor, in vec4 voxel, in vec4 previousVoxel, in sampler3D volume, in VolumeParameters volumeParameters, in int channel, in sampler2D transferFunction, in CameraParameters camera, in LightParameters lighting, in vec3 rayPosition, in vec3 rayDirection, in vec3 toCameraDir, in float t, in float raySegmentLen, inout float tIncr, inout float tDepth) |
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vec4 | drawIsosurfaces (in vec4 curResult, in IsovalueParameters isoparams, in vec4 voxel, in vec4 previousVoxel, in sampler3D volume, in VolumeParameters volumeParameters, in int channel, in sampler2D transferFunction, in CameraParameters camera, in LightParameters lighting, in vec3 rayPosition, in vec3 rayDirection, in vec3 toCameraDir, in float t, inout float tIncr, inout float tDepth) |
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uint | reverseByte (uint b) |
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vec3 | pickingIndexToColor (uint id) |
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uint | pickingColorToIndex (vec3 color) |
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vec4 | drawPlanes (in vec4 oldres, in vec3 pos, in vec3 dir, in float inc, PlaneParameters plane, in float t, inout float tDepth) |
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vec4 | drawPlanes (in vec4 oldres, in vec3 pos, in vec3 dir, in float inc, PlaneParameters plane1, PlaneParameters plane2, in float t, inout float tDepth) |
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vec4 | drawPlanes (in vec4 oldres, in vec3 pos, in vec3 dir, in float inc, PlaneParameters plane1, PlaneParameters plane2, PlaneParameters plane3, in float t, inout float tDepth) |
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vec4 | drawBackground (in vec4 oldres, in float depth, in float inc, in vec4 color, in float bgDepth, inout float tDepth) |
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vec4 | textureLookup2Dnormalized (sampler2D tex, ImageParameters textureParams, vec2 samplePos) |
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vec4 | textureLookup2Dscreen (sampler2D tex, ImageParameters textureParams, vec2 samplePos) |
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vec4 | getVoxel (sampler3D volume, VolumeParameters volumeParams, vec3 samplePos) |
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vec4 | getNormalizedVoxel (sampler3D volume, VolumeParameters volumeParams, vec3 samplePos) |
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float | getNormalizedVoxelChannel (sampler3D volume, VolumeParameters volumeParams, vec3 samplePos, int channel) |
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vec4 | getSignNormalizedVoxel (sampler3D volume, VolumeParameters volumeParams, vec3 samplePos) |
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vec4 | getVoxel (sampler3D volume, VolumeParameters volumeParams, ivec3 samplePos) |
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vec4 | getNormalizedVoxel (sampler3D volume, VolumeParameters volumeParams, ivec3 samplePos) |
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vec4 | getSignNormalizedVoxel (sampler3D volume, VolumeParameters volumeParams, ivec3 samplePos) |
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vec3 | shadeDiffuseCalculation (LightParameters light_, vec3 materialDiffuseColor, vec3 normal, vec3 toLightDir) |
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vec3 | shadeSpecularBlinnPhongCalculation (LightParameters light_, vec3 materialSpecularColor, vec3 normal, vec3 toLightDir, vec3 toCameraDir) |
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vec3 | shadeSpecularPhongCalculation (LightParameters light_, vec3 materialSpecularColor, vec3 normal, vec3 toLightDir, vec3 toCameraDir) |
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vec3 | shadeAmbient (LightParameters light_, vec3 materialAmbientColor) |
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vec3 | shadeDiffuse (LightParameters light_, vec3 materialDiffuseColor, vec3 position, vec3 normal) |
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vec3 | shadeSpecular (LightParameters light_, vec3 materialSpecularColor, vec3 position, vec3 normal, vec3 toCameraDir) |
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vec3 | shadeBlinnPhong (LightParameters light_, vec3 materialAmbientColor, vec3 materialDiffuseColor, vec3 materialSpecularColor, vec3 position, vec3 normal, vec3 toCameraDir) |
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vec3 | shadePhong (LightParameters light_, vec3 materialAmbientColor, vec3 materialDiffuseColor, vec3 materialSpecularColor, vec3 position, vec3 normal, vec3 toCameraDir) |
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vec3 | right (in CameraParameters camera) |
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vec3 | up (in CameraParameters camera) |
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vec3 | direction (in CameraParameters camera) |
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| layout (binding=0, offset=0) uniform atomic_uint atomicPageCounter |
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bool | semaphoreAcquire (ivec2 coords) |
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void | semaphoreRelease (ivec2 coords) |
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bool | getSemaphore (ivec2 coords) |
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void | setSemaphore (ivec2 coords, bool val) |
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uint | getPixelCurrentPage (ivec2 coords) |
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void | setPixelCurrentPage (ivec2 coords, uint newpageidx) |
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uint | getPixelFragCounter (ivec2 coords) |
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void | setPixelFragCounter (ivec2 coords, uint val) |
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uint | pixelFragCounterAtomicAdd (ivec2 coords, uint val) |
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uint | sharedPoolGetLink (uint pageNum) |
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void | sharedPoolSetLink (uint pageIdx, uint pointer) |
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void | sharedPool_GetRGBAValue (uint index, out u8vec4 val) |
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void | sharedPool_GetExtValue (uint index, out float val) |
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void | sharedPool_SetRGBAValue (uint index, u8vec4 val) |
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void | sharedPool_SetExtValue (uint index, float val) |
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void | sharedPoolSetValue (uint index, u8vec4 val1, float val2) |
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void | sharedPoolGetValue (uint index, out u8vec4 val1, out float val2) |
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void | setSharedPageCounter (uint val) |
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uint | sharedPageCounterAtomicAdd () |
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uint | getSharedPageCounterAtomicValue () |
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void | main () |
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void | resetABuffer () |
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void | bubbleSort (int array_size) |
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vec2 | getPosWithSpacing (vec2 inPos) |
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vec2 | getPixelSpacing () |
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vec2 | getPixelCoordsWithSpacing (vec2 inPos) |
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vec2 | getGLPositionFromPixel (vec2 pos) |
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vec3 | hue2rgb (float hue) |
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vec3 | rgb2hcv (vec3 rgb) |
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vec3 | hsv2rgb (vec3 hsv) |
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vec3 | hsl2rgb (vec3 hsl) |
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vec3 | hcy2rgb (vec3 hcy) |
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vec3 | hcl2rgb (vec3 hcl) |
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vec3 | rgb2hsv (vec3 rgb) |
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vec3 | rgb2hsl (vec3 rgb) |
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vec3 | rgb2hcy (vec3 rgb) |
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vec3 | rgb2hcl (vec3 rgb) |
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vec3 | computeFog (in vec3 pixelColor, in float distance, in vec3 fogColor, in float density) |
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vec3 | computeFogScatter (in vec3 pixelColor, in float distance, in vec3 fogColor, in float scatter) |
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vec3 | computeFogInOutScatter (in vec3 pixelColor, in float distance, in vec3 fogColor, in vec3 extinction, in vec3 scatter) |
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vec3 | sampleVelocity (vec3 worldPos) |
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vec3 | advectEuler (vec3 worldPos, float stepSize) |
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vec3 | advectRK4 (vec3 worldPos, float stepSize) |
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