65 uint shdr_pos,
float x,
float y,
float radius_x,
float radius_y,
int nsegments);
67 uint shdr_pos,
float x,
float y,
float radius_x,
float radius_y,
int nsegments);
74 uint pos,
float x,
float y,
float radius_x,
float radius_y,
int nsegments);
78 uint pos,
float x,
float y,
float radius_x,
float radius_y,
int nsegments);
84 uint pos,
float x,
float y,
float radius,
int nsegments,
float start,
float sweep);
86 uint pos,
float x,
float y,
float z,
float radius,
int nsegments,
float start,
float sweep);
140 const float color_primary[4],
141 const float color_secondary[4],
148 const float center[3],
149 const float aspect[3],
165 uint pos,
uint nor,
float base,
float top,
float height,
int slices,
int stacks);
167 uint pos,
float base,
float top,
float height,
int slices,
int stacks);
169 uint pos,
float base,
float top,
float height,
int slices,
int stacks);
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a color
SIMD_FORCE_INLINE const btScalar & z() const
Return the z value.
Frequency::GEOMETRY nor[]