Light Graph Reference
Common - Color
alpha_blend
vec4 alpha_blend(vec4 base, vec4 blend)
Blends the blend color as a layer over the base color.
- Inputs
- base : ( vec4 )
- blend : ( vec4 ) - default = (0.0, 0.0, 0.0, 0.0)
The blend color.
- Outputs
- result : ( vec4 )
relative_luminance
float relative_luminance(vec3 color)
- Inputs
- color : ( vec3 )
- Outputs
- result : ( float )
luma
float luma(vec3 color)
- Inputs
- color : ( vec3 )
- Outputs
- result : ( float )
linear_to_srgb
vec3 linear_to_srgb(vec3 linear)
- Inputs
- linear : ( vec3 )
- Outputs
- result : ( vec3 )
srgb_to_linear
vec3 srgb_to_linear(vec3 srgb)
- Inputs
- srgb : ( vec3 )
- Outputs
- result : ( vec3 )
rgb_to_hsv
vec3 rgb_to_hsv(vec3 rgb)
- Inputs
- rgb : ( vec3 )
- Outputs
- result : ( vec3 )
hsv_to_rgb
vec3 hsv_to_rgb(vec3 hsv)
- Inputs
- hsv : ( vec3 | HSV )
- Outputs
- result : ( vec3 )
hsv_edit
vec4 hsv_edit(vec4 color, float hue, float saturation, float value)
- Inputs
- color : ( vec4 )
- hue : ( float )
- saturation : ( float )
- value : ( float )
- Outputs
- result : ( vec4 )
rgb_gradient
vec3 rgb_gradient(sampler1D gradient, vec3 uvw)
- Inputs
- gradient : ( sampler1D )
- uvw : ( vec3 )
- Outputs
- result : ( vec3 )
rgba_gradient
vec4 rgba_gradient(sampler1D gradient, vec4 uvw)
- Inputs
- gradient : ( sampler1D )
- uvw : ( vec4 )
- Outputs
- result : ( vec4 )
Common - Hash - hash
hash
vec4 hash(float v)
- Inputs
- v : ( float )
- Outputs
- result : ( vec4 )
hash
vec4 hash(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( vec4 )
hash
vec4 hash(vec3 v)
- Inputs
- v : ( vec3 | Data )
- Outputs
- result : ( vec4 )
hash
vec4 hash(vec4 v)
- Inputs
- v : ( vec4 | Data )
- Outputs
- result : ( vec4 )
Common - Mapping
matcap_uv
vec2 matcap_uv(vec3 normal)
- Inputs
- normal : ( vec3 | Normal ) - default = NORMAL
- Outputs
- result : ( vec2 )
sample_matcap
vec4 sample_matcap(sampler2D matcap, vec3 normal)
- Inputs
- matcap : ( sampler2D )
- normal : ( vec3 | Normal ) - default = NORMAL
- Outputs
- result : ( vec4 )
hdri_uv
vec2 hdri_uv(vec3 normal)
- Inputs
- normal : ( vec3 | Normal ) - default = NORMAL
- Outputs
- result : ( vec2 )
sample_hdri
vec4 sample_hdri(sampler2D hdri, vec3 normal)
- Inputs
- hdri : ( sampler2D )
- normal : ( vec3 | Normal ) - default = NORMAL
- Outputs
- result : ( vec4 )
Common - Math
random_per_sample
vec4 random_per_sample(float seed)
- Inputs
- seed : ( float )
- Outputs
- result : ( vec4 )
random_per_pixel
vec4 random_per_pixel(float seed)
- Inputs
- seed : ( float )
- Outputs
- result : ( vec4 )
Common - Quaternion
quaternion_from_axis_angle
vec4 quaternion_from_axis_angle(vec3 axis, float angle)
- Inputs
- axis : ( vec3 | Normal )
- angle : ( float | Angle )
- Outputs
- result : ( vec4 )
quaternion_from_vector_delta
vec4 quaternion_from_vector_delta(vec3 from, vec3 to)
- Inputs
- from : ( vec3 | Normal )
- to : ( vec3 | Normal )
- Outputs
- result : ( vec4 )
quaternion_inverted
vec4 quaternion_inverted(vec4 quaternion)
- Inputs
- quaternion : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- Outputs
- result : ( vec4 )
quaternion_multiply
vec4 quaternion_multiply(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- b : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- Outputs
- result : ( vec4 )
quaternion_transform
vec3 quaternion_transform(vec4 quaternion, vec3 vector)
- Inputs
- quaternion : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- vector : ( vec3 | Vector ) - default = (0.0, 0.0, 0.0)
- Outputs
- result : ( vec3 )
quaternion_mix
vec4 quaternion_mix(vec4 a, vec4 b, float factor)
- Inputs
- a : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- b : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- factor : ( float | Slider ) - default = 0.5
- Outputs
- result : ( vec4 )
Common - Matrix
mat4_translation
mat4 mat4_translation(vec3 t)
- Inputs
- t : ( vec3 | Vector )
- Outputs
- result : ( mat4 )
mat4_rotation_from_quaternion
mat4 mat4_rotation_from_quaternion(vec4 q)
- Inputs
- q : ( vec4 | Quaternion ) - default = (0.0, 0.0, 0.0, 1.0)
- Outputs
- result : ( mat4 )
mat4_rotation_from_euler
mat4 mat4_rotation_from_euler(vec3 e)
- Inputs
- e : ( vec3 | Euler )
- Outputs
- result : ( mat4 )
mat4_scale
mat4 mat4_scale(vec3 s)
- Inputs
- s : ( vec3 | Vector ) - default = (1.0, 1.0, 1.0)
- Outputs
- result : ( mat4 )
is_ortho
bool is_ortho(mat4 matrix)
- Inputs
- matrix : ( mat4 ) - default = mat4(1)
- Outputs
- result : ( bool )
Common - Normal
true_normal
vec3 true_normal()
- Outputs
- result : ( vec3 )
facing
float facing()
- Outputs
- result : ( float )
is_front_facing
bool is_front_facing()
- Outputs
- result : ( bool )
compute_tangent
vec4 compute_tangent(vec2 uv)
- Inputs
- uv : ( vec2 )
- Outputs
- result : ( vec4 )
get_tangent
vec3 get_tangent(int uv_index)
- Inputs
- uv_index : ( int )
- Outputs
- result : ( vec3 )
get_bitangent
vec3 get_bitangent(int uv_index)
- Inputs
- uv_index : ( int )
- Outputs
- result : ( vec3 )
get_TBN
mat3 get_TBN(int uv_index)
- Inputs
- uv_index : ( int )
- Outputs
- result : ( mat3 )
sample_normal_map_ex
vec3 sample_normal_map_ex(sampler2D normal_texture, mat3 TBN, vec2 uv)
- Inputs
- normal_texture : ( sampler2D )
- TBN : ( mat3 )
- uv : ( vec2 )
- Outputs
- result : ( vec3 )
sample_normal_map
vec3 sample_normal_map(sampler2D normal_texture, int uv_index, vec2 uv)
- Inputs
- normal_texture : ( sampler2D )
- uv_index : ( int )
- uv : ( vec2 )
- Outputs
- result : ( vec3 )
radial_tangent
vec3 radial_tangent(vec3 normal, vec3 axis)
- Inputs
- normal : ( vec3 | Normal ) - default = NORMAL
- axis : ( vec3 | Normal ) - default = (0, 0, 1)
- Outputs
- result : ( vec3 )
surface_gradient_from_normal
vec3 surface_gradient_from_normal(vec3 custom_normal)
- Inputs
- custom_normal : ( vec3 | Normal ) - default = NORMAL
- Outputs
- result : ( vec3 )
normal_from_surface_gradient
vec3 normal_from_surface_gradient(vec3 surface_gradient)
- Inputs
- surface_gradient : ( vec3 | Vector ) - default = (0.0, 0.0, 0.0)
- Outputs
- result : ( vec3 )
Common - Transform
transform_point
vec3 transform_point(mat4 matrix, vec3 point)
- Inputs
- matrix : ( mat4 ) - default = mat4(1)
- point : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
project_point
vec3 project_point(mat4 matrix, vec3 point)
- Inputs
- matrix : ( mat4 ) - default = mat4(1)
- point : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
transform_direction
vec3 transform_direction(mat4 matrix, vec3 direction)
- Inputs
- matrix : ( mat4 ) - default = mat4(1)
- direction : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
transform_normal
vec3 transform_normal(mat4 matrix, vec3 normal)
- Inputs
- matrix : ( mat4 ) - default = mat4(1)
- normal : ( vec3 | Normal )
- Outputs
- result : ( vec3 )
camera_position
vec3 camera_position()
- Outputs
- result : ( vec3 )
model_position
vec3 model_position()
- Outputs
- result : ( vec3 )
screen_uv
vec2 screen_uv()
- Outputs
- result : ( vec2 )
screen_pixel
ivec2 screen_pixel()
- Outputs
- result : ( ivec2 )
screen_to_camera
vec3 screen_to_camera(vec2 uv, float depth)
- Inputs
- uv : ( vec2 )
- depth : ( float )
- Outputs
- result : ( vec3 )
view_direction
vec3 view_direction()
- Outputs
- result : ( vec3 )
pixel_depth
float pixel_depth()
- Outputs
- result : ( float )
depth_to_z
float depth_to_z(float depth)
- Inputs
- depth : ( float )
- Outputs
- result : ( float )
pixel_world_size_at
float pixel_world_size_at(float depth)
- Inputs
- depth : ( float )
- Outputs
- result : ( float )
pixel_world_size
float pixel_world_size()
- Outputs
- result : ( float )
reconstruct_normal
vec3 reconstruct_normal(sampler2D depth_texture, int depth_channel, ivec2 texel)
- Inputs
- depth_texture : ( sampler2D )
- depth_channel : ( int )
- texel : ( ivec2 )
- Outputs
- result : ( vec3 )
ray_plane_intersection
float ray_plane_intersection(vec3 ray_origin, vec3 ray_direction, vec3 plane_position, vec3 plane_normal)
- Inputs
- ray_origin : ( vec3 | Vector )
- ray_direction : ( vec3 | Vector )
- plane_position : ( vec3 | Vector )
- plane_normal : ( vec3 | Normal )
- Outputs
- result : ( float )
rotate_2d
vec2 rotate_2d(vec2 p, float angle)
- Inputs
- p : ( vec2 )
- angle : ( float )
- Outputs
- result : ( vec2 )
Node Utils - common
surface_position
vec3 surface_position()
- Outputs
- result : ( vec3 )
surface_normal
vec3 surface_normal()
- Outputs
- result : ( vec3 )
surface_tangent
vec3 surface_tangent(int index)
- Inputs
- index : ( int )
- Outputs
- result : ( vec3 )
surface_bitangent
vec3 surface_bitangent(int index)
- Inputs
- index : ( int )
- Outputs
- result : ( vec3 )
surface_uv
vec2 surface_uv(int index)
- Inputs
- index : ( int )
- Outputs
- result : ( vec2 )
surface_vertex_color
vec4 surface_vertex_color(int index)
- Inputs
- index : ( int )
- Outputs
- result : ( vec4 )
surface_original_position
vec3 surface_original_position()
- Outputs
- result : ( vec3 )
surface_original_normal
vec3 surface_original_normal()
- Outputs
- result : ( vec3 )
object_id
uvec4 object_id()
- Outputs
- result : ( uvec4 )
object_original_id
uvec4 object_original_id()
- Outputs
- result : ( uvec4 )
model_matrix
mat4 model_matrix()
- Outputs
- result : ( mat4 )
camera_matrix
mat4 camera_matrix()
- Outputs
- result : ( mat4 )
projection_matrix
mat4 projection_matrix()
- Outputs
- result : ( mat4 )
render_resolution
vec2 render_resolution()
- Outputs
- result : ( vec2 )
sample_offset
vec2 sample_offset()
- Outputs
- result : ( vec2 )
sample_count
int sample_count()
- Outputs
- result : ( int )
current_frame
int current_frame()
- Outputs
- result : ( int )
current_time
float current_time()
- Outputs
- result : ( float )
Node Utils - bool
bool_and
bool bool_and(bool a, bool b)
- Inputs
- a : ( bool )
- b : ( bool )
- Outputs
- result : ( bool )
bool_or
bool bool_or(bool a, bool b)
- Inputs
- a : ( bool )
- b : ( bool )
- Outputs
- result : ( bool )
bool_not
bool bool_not(bool b)
- Inputs
- b : ( bool )
- Outputs
- result : ( bool )
bool_equal
bool bool_equal(bool a, bool b)
- Inputs
- a : ( bool )
- b : ( bool )
- Outputs
- result : ( bool )
bool_not_equal
bool bool_not_equal(bool a, bool b)
- Inputs
- a : ( bool )
- b : ( bool )
- Outputs
- result : ( bool )
if_else
bool if_else(bool condition, bool if_true, bool if_false)
- Inputs
- condition : ( bool )
- if_true : ( bool )
- if_false : ( bool )
- Outputs
- result : ( bool )
Node Utils - float
float_add
float float_add(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( float )
float_subtract
float float_subtract(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( float )
float_multiply
float float_multiply(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( float )
float_divide
float float_divide(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( float )
float_modulo
float float_modulo(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( float )
float_pow
float float_pow(float f, float e)
- Inputs
- f : ( float )
- e : ( float )
- Outputs
- result : ( float )
float_sqrt
float float_sqrt(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_round
float float_round(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_fract
float float_fract(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_floor
float float_floor(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_ceil
float float_ceil(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_clamp
float float_clamp(float f, float min, float max)
- Inputs
- f : ( float )
- min : ( float )
- max : ( float )
- Outputs
- result : ( float )
float_sign
float float_sign(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_abs
float float_abs(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_min
float float_min(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( float )
float_max
float float_max(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( float )
float_mix
float float_mix(float a, float b, float factor)
- Inputs
- a : ( float )
- b : ( float )
- factor : ( float )
- Outputs
- result : ( float )
float_sin
float float_sin(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_cos
float float_cos(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_tan
float float_tan(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_asin
float float_asin(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_acos
float float_acos(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_atan
float float_atan(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
float_degrees
float float_degrees(float r)
- Inputs
- r : ( float )
- Outputs
- result : ( float )
float_radians
float float_radians(float d)
- Inputs
- d : ( float )
- Outputs
- result : ( float )
float_equal
bool float_equal(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( bool )
float_not_equal
bool float_not_equal(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( bool )
float_greater
bool float_greater(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( bool )
float_greater_or_equal
bool float_greater_or_equal(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( bool )
float_less
bool float_less(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( bool )
float_less_or_equal
bool float_less_or_equal(float a, float b)
- Inputs
- a : ( float )
- b : ( float )
- Outputs
- result : ( bool )
float_if_else
float float_if_else(bool condition, float if_true, float if_false)
- Inputs
- condition : ( bool )
- if_true : ( float )
- if_false : ( float )
- Outputs
- result : ( float )
Node Utils - int
int_add
int int_add(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( int )
int_subtract
int int_subtract(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( int )
int_multiply
int int_multiply(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( int )
int_divide
int int_divide(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( int )
int_modulo
int int_modulo(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( int )
int_clamp
int int_clamp(int i, int min, int max)
- Inputs
- i : ( int )
- min : ( int )
- max : ( int )
- Outputs
- result : ( int )
int_sign
int int_sign(int i)
- Inputs
- i : ( int )
- Outputs
- result : ( int )
int_abs
int int_abs(int i)
- Inputs
- i : ( int )
- Outputs
- result : ( int )
int_min
int int_min(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( int )
int_max
int int_max(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( int )
int_equal
bool int_equal(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( bool )
int_not_equal
bool int_not_equal(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( bool )
int_greater
bool int_greater(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( bool )
int_greater_or_equal
bool int_greater_or_equal(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( bool )
int_less
bool int_less(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( bool )
int_less_or_equal
bool int_less_or_equal(int a, int b)
- Inputs
- a : ( int )
- b : ( int )
- Outputs
- result : ( bool )
int_if_else
int int_if_else(bool condition, int if_true, int if_false)
- Inputs
- condition : ( bool )
- if_true : ( int )
- if_false : ( int )
- Outputs
- result : ( int )
Node Utils - packing
pack_8bit
uvec4 pack_8bit(vec4 a, vec4 b, vec4 c, vec4 d)
- Inputs
- a : ( vec4 )
- b : ( vec4 )
- c : ( vec4 )
- d : ( vec4 )
- Outputs
- result : ( uvec4 )
unpack_8bit
void unpack_8bit(uvec4 packed_vector, out vec4 a, out vec4 b, out vec4 c, out vec4 d)
- Inputs
- packed_vector : ( uvec4 )
- Outputs
- a : ( vec4 )
- b : ( vec4 )
- c : ( vec4 )
- d : ( vec4 )
Node Utils - properties
bool_property
bool bool_property(bool b)
- Inputs
- b : ( bool )
- Outputs
- result : ( bool )
float_property
float float_property(float f)
- Inputs
- f : ( float )
- Outputs
- result : ( float )
int_property
int int_property(int i)
- Inputs
- i : ( int )
- Outputs
- result : ( int )
vec2_property
vec2 vec2_property(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( vec2 )
vec3_property
vec3 vec3_property(vec3 v)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec4_property
vec4 vec4_property(vec4 v)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec3_color_property
vec3 vec3_color_property(vec3 v)
- Inputs
- v : ( vec3 )
- Outputs
- result : ( vec3 )
vec4_color_property
vec4 vec4_color_property(vec4 v)
- Inputs
- v : ( vec4 )
- Outputs
- result : ( vec4 )
Node Utils - sampler
sampler1D_sample
vec4 sampler1D_sample(sampler1D t, float u)
- Inputs
- t : ( sampler1D )
- u : ( float )
- Outputs
- result : ( vec4 )
sampler1D_size
int sampler1D_size(sampler1D t)
- Inputs
- t : ( sampler1D )
- Outputs
- result : ( int )
sampler1D_textel_fetch
vec4 sampler1D_textel_fetch(sampler1D t, int u)
- Inputs
- t : ( sampler1D )
- u : ( int )
- Outputs
- result : ( vec4 )
sampler2D_sample
vec4 sampler2D_sample(sampler2D t, vec2 uv)
- Inputs
- t : ( sampler2D )
- uv : ( vec2 ) - default = UV[0]
- Outputs
- result : ( vec4 )
sampler2D_sample_nearest
vec4 sampler2D_sample_nearest(sampler2D t, vec2 uv)
- Inputs
- t : ( sampler2D )
- uv : ( vec2 ) - default = UV[0]
- Outputs
- result : ( vec4 )
sampler2D_size
ivec2 sampler2D_size(sampler2D t)
- Inputs
- t : ( sampler2D )
- Outputs
- result : ( ivec2 )
sampler2D_textel_fetch
vec4 sampler2D_textel_fetch(sampler2D t, ivec2 uv)
- Inputs
- t : ( sampler2D )
- uv : ( ivec2 )
- Outputs
- result : ( vec4 )
Node Utils - vec2
vec2_add
vec2 vec2_add(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_subtract
vec2 vec2_subtract(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_multiply
vec2 vec2_multiply(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_divide
vec2 vec2_divide(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_scale
vec2 vec2_scale(vec2 v, float s)
- Inputs
- v : ( vec2 )
- s : ( float )
- Outputs
- result : ( vec2 )
vec2_modulo
vec2 vec2_modulo(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_pow
vec2 vec2_pow(vec2 v, vec2 e)
- Inputs
- v : ( vec2 )
- e : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_sqrt
vec2 vec2_sqrt(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_round
vec2 vec2_round(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_fract
vec2 vec2_fract(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_floor
vec2 vec2_floor(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_ceil
vec2 vec2_ceil(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_clamp
vec2 vec2_clamp(vec2 v, vec2 min, vec2 max)
- Inputs
- v : ( vec2 )
- min : ( vec2 )
- max : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_sign
vec2 vec2_sign(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_abs
vec2 vec2_abs(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_min
vec2 vec2_min(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_max
vec2 vec2_max(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_mix
vec2 vec2_mix(vec2 a, vec2 b, vec2 factor)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- factor : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_mix_float
vec2 vec2_mix_float(vec2 a, vec2 b, float factor)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- factor : ( float )
- Outputs
- result : ( vec2 )
vec2_normalize
vec2 vec2_normalize(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_length
float vec2_length(vec2 v)
- Inputs
- v : ( vec2 )
- Outputs
- result : ( float )
vec2_distance
float vec2_distance(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( float )
vec2_dot_product
float vec2_dot_product(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( float )
vec2_equal
bool vec2_equal(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( bool )
vec2_not_equal
bool vec2_not_equal(vec2 a, vec2 b)
- Inputs
- a : ( vec2 )
- b : ( vec2 )
- Outputs
- result : ( bool )
vec2_if_else
vec2 vec2_if_else(bool condition, vec2 if_true, vec2 if_false)
- Inputs
- condition : ( bool )
- if_true : ( vec2 )
- if_false : ( vec2 )
- Outputs
- result : ( vec2 )
vec2_join
vec2 vec2_join(float x, float y)
- Inputs
- x : ( float )
- y : ( float )
- Outputs
- result : ( vec2 )
vec2_split
void vec2_split(vec2 v, out float x, out float y)
- Inputs
- v : ( vec2 )
- Outputs
- x : ( float )
- y : ( float )
Node Utils - vec3
vec3_add
vec3 vec3_add(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_subtract
vec3 vec3_subtract(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_multiply
vec3 vec3_multiply(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_divide
vec3 vec3_divide(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_scale
vec3 vec3_scale(vec3 v, float s)
- Inputs
- v : ( vec3 | Vector )
- s : ( float )
- Outputs
- result : ( vec3 )
vec3_modulo
vec3 vec3_modulo(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_pow
vec3 vec3_pow(vec3 v, vec3 e)
- Inputs
- v : ( vec3 | Vector )
- e : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_sqrt
vec3 vec3_sqrt(vec3 v)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_round
vec3 vec3_round(vec3 v)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_fract
vec3 vec3_fract(vec3 v)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_floor
vec3 vec3_floor(vec3 v)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_ceil
vec3 vec3_ceil(vec3 v)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_clamp
vec3 vec3_clamp(vec3 v, vec3 min, vec3 max)
- Inputs
- v : ( vec3 | Vector )
- min : ( vec3 | Vector )
- max : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_sign
vec3 vec3_sign(vec3 v)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_abs
vec3 vec3_abs(vec3 v)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_min
vec3 vec3_min(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_max
vec3 vec3_max(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_mix
vec3 vec3_mix(vec3 a, vec3 b, vec3 factor)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- factor : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_mix_float
vec3 vec3_mix_float(vec3 a, vec3 b, float factor)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- factor : ( float )
- Outputs
- result : ( vec3 )
vec3_normalize
vec3 vec3_normalize(vec3 v)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_length
float vec3_length(vec3 v)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- result : ( float )
vec3_distance
float vec3_distance(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( float )
vec3_dot_product
float vec3_dot_product(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( float )
vec3_cross_product
vec3 vec3_cross_product(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_equal
bool vec3_equal(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( bool )
vec3_not_equal
bool vec3_not_equal(vec3 a, vec3 b)
- Inputs
- a : ( vec3 | Vector )
- b : ( vec3 | Vector )
- Outputs
- result : ( bool )
vec3_if_else
vec3 vec3_if_else(bool condition, vec3 if_true, vec3 if_false)
- Inputs
- condition : ( bool )
- if_true : ( vec3 | Vector )
- if_false : ( vec3 | Vector )
- Outputs
- result : ( vec3 )
vec3_join
vec3 vec3_join(float x, float y, float z)
- Inputs
- x : ( float )
- y : ( float )
- z : ( float )
- Outputs
- result : ( vec3 )
vec3_split
void vec3_split(vec3 v, out float x, out float y, out float z)
- Inputs
- v : ( vec3 | Vector )
- Outputs
- x : ( float )
- y : ( float )
- z : ( float )
Node Utils - vec4
vec4_add
vec4 vec4_add(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_subtract
vec4 vec4_subtract(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_multiply
vec4 vec4_multiply(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_divide
vec4 vec4_divide(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_scale
vec4 vec4_scale(vec4 v, float s)
- Inputs
- v : ( vec4 | Vector )
- s : ( float )
- Outputs
- result : ( vec4 )
vec4_modulo
vec4 vec4_modulo(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_pow
vec4 vec4_pow(vec4 v, vec4 e)
- Inputs
- v : ( vec4 | Vector )
- e : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_sqrt
vec4 vec4_sqrt(vec4 v)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_round
vec4 vec4_round(vec4 v)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_fract
vec4 vec4_fract(vec4 v)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_floor
vec4 vec4_floor(vec4 v)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_ceil
vec4 vec4_ceil(vec4 v)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_clamp
vec4 vec4_clamp(vec4 v, vec4 min, vec4 max)
- Inputs
- v : ( vec4 | Vector )
- min : ( vec4 | Vector )
- max : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_sign
vec4 vec4_sign(vec4 v)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_abs
vec4 vec4_abs(vec4 v)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_min
vec4 vec4_min(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_max
vec4 vec4_max(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_mix
vec4 vec4_mix(vec4 a, vec4 b, vec4 factor)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- factor : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_mix_float
vec4 vec4_mix_float(vec4 a, vec4 b, float factor)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- factor : ( float )
- Outputs
- result : ( vec4 )
vec4_normalize
vec4 vec4_normalize(vec4 v)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_length
float vec4_length(vec4 v)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- result : ( float )
vec4_distance
float vec4_distance(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( float )
vec4_dot_product
float vec4_dot_product(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( float )
vec4_equal
bool vec4_equal(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( bool )
vec4_not_equal
bool vec4_not_equal(vec4 a, vec4 b)
- Inputs
- a : ( vec4 | Vector )
- b : ( vec4 | Vector )
- Outputs
- result : ( bool )
vec4_if_else
vec4 vec4_if_else(bool condition, vec4 if_true, vec4 if_false)
- Inputs
- condition : ( bool )
- if_true : ( vec4 | Vector )
- if_false : ( vec4 | Vector )
- Outputs
- result : ( vec4 )
vec4_join
vec4 vec4_join(float r, float g, float b, float a)
- Inputs
- r : ( float )
- g : ( float )
- b : ( float )
- a : ( float )
- Outputs
- result : ( vec4 )
vec4_split
void vec4_split(vec4 v, out float r, out float g, out float b, out float a)
- Inputs
- v : ( vec4 | Vector )
- Outputs
- r : ( float )
- g : ( float )
- b : ( float )
- a : ( float )
Filters - Blur
box_blur
vec4 box_blur(sampler2D input_texture, vec2 uv, float radius, bool circular)
- Inputs
- input_texture : ( sampler2D )
- uv : ( vec2 ) - default = screen_uv()
- radius : ( float ) - default = 5.0
- circular : ( bool )
- Outputs
- result : ( vec4 )
gaussian_blur
vec4 gaussian_blur(sampler2D input_texture, vec2 uv, float radius, float sigma)
- Inputs
- input_texture : ( sampler2D )
- uv : ( vec2 ) - default = screen_uv()
- radius : ( float ) - default = 5.0
- sigma : ( float ) - default = 1.0
- Outputs
- result : ( vec4 )
jitter_blur
vec4 jitter_blur(sampler2D input_texture, vec2 uv, float radius, float distribution_exponent, int samples)
- Inputs
- input_texture : ( sampler2D )
- uv : ( vec2 ) - default = screen_uv()
- radius : ( float ) - default = 5.0
- distribution_exponent : ( float ) - default = 5.0
- samples : ( int ) - default = 8
- Outputs
- result : ( vec4 )
Filters - Curvature
curvature
float curvature(sampler2D normal_texture, vec2 uv, float width, vec3 x, vec3 y)
- Inputs
- normal_texture : ( sampler2D )
- uv : ( vec2 )
- width : ( float )
- x : ( vec3 )
- y : ( vec3 )
- Outputs
- result : ( float )
Procedural - Noise
noise_ex
vec4 noise_ex(vec4 coord, bool tile, vec4 tile_size)
- Inputs
- coord : ( vec4 | Vector ) - default = vec4(POSITION,0)
- tile : ( bool )
- tile_size : ( vec4 | Vector ) - default = (1.0, 1.0, 1.0, 1.0)
- Outputs
- result : ( vec4 )
noise
vec4 noise(vec4 coord)
- Inputs
- coord : ( vec4 | Vector ) - default = vec4(POSITION,0)
- Outputs
- result : ( vec4 )
Procedural - Cell_Noise
cell_noise_ex
CellNoiseResult cell_noise_ex(vec4 coord, bool tile, vec4 tile_size)
- Inputs
- coord : ( vec4 | Vector ) - default = vec4(POSITION,0)
- tile : ( bool )
- tile_size : ( vec4 | Vector ) - default = (1.0, 1.0, 1.0, 1.0)
- Outputs
- result : ( CellNoiseResult )
cell_noise
CellNoiseResult cell_noise(vec4 coord)
- Inputs
- coord : ( vec4 | Vector ) - default = vec4(POSITION,0)
- Outputs
- result : ( CellNoiseResult )
Procedural - Fractal_Noise
fractal_noise_ex
vec4 fractal_noise_ex(vec4 coord, int octaves, bool tile, vec4 tile_size)
- Inputs
- coord : ( vec4 | Vector ) - default = vec4(POSITION,0)
- octaves : ( int ) - default = 3
- tile : ( bool )
- tile_size : ( vec4 | Vector ) - default = (1.0, 1.0, 1.0, 1.0)
- Outputs
- result : ( vec4 )
fractal_noise
vec4 fractal_noise(vec4 coord, int octaves)
- Inputs
- coord : ( vec4 | Vector ) - default = vec4(POSITION,0)
- octaves : ( int ) - default = 3
- Outputs
- result : ( vec4 )
Shading - ShadingModels
rim_light
float rim_light(vec3 normal, float angle, float rim_length, float length_falloff, float thickness, float thickness_falloff)
- Inputs
- normal : ( vec3 | Normal ) - default = NORMAL
- angle : ( float )
- rim_length : ( float ) - default = 2.0
- length_falloff : ( float )
- thickness : ( float ) - default = 0.1
- thickness_falloff : ( float )
- Outputs
- result : ( float )