Phosphor Major

By khalil on 12th Sep 2022

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00:00:00.000
100
fs vr


Mode

Path

Position

Orientation

Original Position

Original Orientation

Code Reference

//  Gets the current position of the camera
vec3 Clip_Camera_GetPosition3D()
//  Gets the current orientation of the camera as a quaternion
vec4 Clip_Camera_GetOrientation3D()
//  Gets the current orientation of the camera as a rotation matrix
mat3 Clip_Camera_GetRotationMatrix3D()
//  Gets the current scale of the camera
float Clip_Camera_GetScale3D()

Title

Image

Created

Permissions

Description

Permalink

Parent

Camera Position

Camera Orientation

Parameter Name

Type

Value

Range

Animate

Code Reference

//  This contains the value of the parameter
vec3

Function Name

Return Type

Arguments

Code

Code Reference

//  Calls the function
()

Marker Name

Tools

Position

Scale

Orientation

Code Reference

//  This returns the position of the marker
vec3 GetPos3D()
//  This returns the scale of the marker
vec3 GetScale3D()
//  This returns the orientation of the marker
vec4 GetOrientation3D()
//  This transforms into the 3D co-ordinate system of the marker
vec3 Transform3D( in vec3 pos )
//  This returns the position of the marker
vec3 GetPos2D()
//  This returns the scale of the marker
float GetScale2D()
//  This returns the orientation of the marker
float GetAngle2D()
//  This transforms into the 2D co-ordinate system of the marker
vec2 Transform2D( in vec2 pos )

Path Name

Start Time

Speed Multiplier

Scale Multiplier

Code Reference

//  This returns the position of the path
vec3 GetPos3D()
//  This returns the scale of the path
vec3 GetScale3D()
//  This returns the orientation of the path
vec4 GetOrientation3D()
//  This transforms into the 3D co-ordinate system of the path
vec3 Transform3D( in vec3 pos )
//  This returns the position of the path
vec3 GetPos2D()
//  This returns the scale of the path
float GetScale2D()
//  This returns the orientation of the path
float GetAngle2D()
//  This transforms into the 2D co-ordinate system of the path
vec2 Transform2D( in vec2 pos )

Image Name

Built-in Image ID

Code Reference

//  This returns the colour at the specified pixel coordinates
vec4 GetColour( vec2 pos )
//  Returns the size of the image in pixels
vec2 GetSize()
//  Returns the width of the image in pixels
float GetWidth()
//  Returns the height of the image in pixels
float GetHeight()

Fractal Name

Permalink

Code Reference

//  The include can export a bunch of public functions
float PublicFunction1
//  The include can export a bunch of public functions
float PublicFunction2
//  The include can export a bunch of public params
float PublicParam1
//  The include can export a bunch of public params
float PublicParam2
void Draw3D()
{
}
float Shape3D( in vec3 pos )
{
}
vec4 Colour3D( in vec3 pos )
{
}
vec3 LegacyColour3D( in vec3 pos, vec4 idAndSeed, float ray_length, float steps, float lightness, vec3 camera_pos )
{
}
vec4 Material3D( in vec3 pos )
{
}
vec4 Volumetric3D( in vec3 pos )
{
}
float Bounding3D( vec3 pos )
{
}
void Lighting3D( in vec3 pos, out vec3 lightPos, out vec4 lightColour )
{
}
bool Recursion3D( in vec4 inputPosAndScale, in vec4 inputOrientation, out vec4 recursionPosAndScale, out vec4 recursionOrientation )
{
}
vec4 Transform3D( in vec4 posAndScale )
{
}
bool Raytrace3D( in vec4 pos, in vec3 dir, out float distance, out vec4 colour, out vec4 material, out vec3 normal )
{
}
vec4 Background3D( in vec3 dir )
{
}
void Draw2D()
{
}
float Shape2D( vec2 pos )
{
}
vec4 Colour2D( vec2 pos )
{
}
bool Recursion2D( in vec2 posAndScale, in float angle, out vec2 recursionPosAndScale, out float recursionAngle )
{
}
vec3 Transform2D( in vec3 posAndScale )
{
}
vec4 Background2D( in vec2 pos )
{
}
vec2 Audio()
{
}

Camera Speed

Field Of View

Fisheye Lens

VR Mode

VR Eye Distance

Light Position

Relative To Camera

Light Colour

Ambient Light Colour

Metallic

Fog Density (Ray)

Fog Density (Final)

Fog Colour

Surface Distance Fog Threshold

Render Resolution

Volumetric Resolution

Epsilon Multiplier

Epsilon Power

Max Ray Iterations

Max Final Iterations

Ray Speed Factor

Max Ray Length

Show Debug

Reflection Amount

Reflection Steps

Shadow Amount

Shadow Steps


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