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AllNodes.md

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All nodes

Parameter

attribute

define

parameter

sampler2D

SamplerCube

undefine

uniform

Value

bool

bvec2

bvec3

bvec4

color

float

int

ivec2

ivec3

ivec4

mat2

mat3

mat4

vec2

vec3

vec4

Result

ambientColor

beckmannDistribution

connect

deferredOutput

DiffusePreset

discard

finalColor

finalData

lightColor

opacity

positionOutput

refractionColor

RefractionPreset

Function

abs

acos

all

andAlso

any

applyNormalOffset

asin

atan

blinnPhongDistribution

bool

breakVec2

breakVec3

breakVec3toVec2Float

breakVec4

breakVec4toVec2Vec2

breakVec4toVec3Float

bvec2

bvec3

bvec4

cameraData

ceil

chebyshev

clamp

cos

cross

decodeDepth

decodeNormal

decodePackedNormal

degrees

distance

dot

encodeDepth

equal

exp

exp2

faceforward

float

float*float

float/float

float+float

float-float

floor

fract

getAmbientColor

getAttenDirect

getAttenPoint

getAttenSpot

getCameraInvRot

getCameraRot

getClipPos

getDepth

getDirShadow

getDirShadowFade

getInstanceMatrix

getIntensity

getModelMatrix

getNormalMatrix

getPerPixelDiffuse

getPerPixelLightDir

getPerPixelLightDist

getPointShadow

getReflectionColorAt

getScreenPos

getShadow

getShadowPos

getSkinMatrix

getSpecular

getSpecularAt

getSpecularColorAt

getSpotShadow

getTexCoord

getWorldNormal

getWorldPos

getWorldTangent

GGXDistribution

greaterThan

greaterThanEqual

ifdef

inRange

int

inversesqrt

ivec2

ivec3

ivec4

lambertianDiffuse

length

lessThan

lessThanEqual

lightData

lightMatrices

log

log2

makeVec2

makeVec3

makeVec3fromVec2Float

makeVec4

makeVec4fromVec2Vec2

makeVec4fromVec3Float

mat3

mat3*vec3

mat4*float

mat4+mat4

mat4x3

mat4x3*float

mat4x3+mat4x3

matrixCompMult

max

min

mix

mod

normalize

not

notEqual

objectData

orElse

perPixelFloat

perPixelVec2

perPixelVec3

perPixelVec4

pow

radians

reduceLightBleeding

reflect

refract

sampleShadow

sampleVSMShadow

select

sign

sin

skinMatrices

smoothstep

sqrt

step

tan

texture2D

textureCube

vec2

vec2*float

vec2*vec2

vec2/float

vec2/vec2

vec2+vec2

vec2-vec2

vec3

vec3*float

vec3*mat3

vec3*vec3

vec3/float

vec3/vec3

vec3+vec3

vec3-vec3

vec4

vec4*float

vec4*mat4

vec4*mat4x3

vec4*vec4

vec4/float

vec4/vec4

vec4+vec4

vec4-vec4

vertexData

vertexLights

zoneData