## Table of Contents - [bsdf_functions.h](#bsdf_functionsh) - [bsdf_structs.h](#bsdf_structsh) - [dh_comp.h](#dh_comph) - [dh_inspector.h](#dh_inspectorh) - [dh_sky.h](#dh_skyh) - [dh_tonemap.h](#dh_tonemaph) ## bsdf_functions.h ### Function absorptionCoefficient > Compute the absorption coefficient of the material ### Function bsdfEvaluate > Evaluate the BSDF for the given material ### Function bsdfSample > Sample the BSDF for the given material ## bsdf_structs.h ### struct BsdfEvaluateData > Data structure for evaluating a BSDF ### struct BsdfSampleData > Data structure for sampling a BSDF ## dh_comp.h ### Function getGroupCounts > Returns the number of workgroups needed to cover the size This function is used to calculate the number of workgroups needed to cover a given size. It is used in the compute shader to calculate the number of workgroups needed to cover the size of the image. ## dh_inspector.h ### Function inspect32BitValue > Inspect a 32-bit value at a given index ### Function inspectCustom32BitValue > Inspect a 32-bit value at a given index ## dh_sky.h ### Function initSkyShaderParameters > Initializes the sky shader parameters with default values ### Function proceduralSky > Return the color of the procedural sky shader ## dh_tonemap.h ### Function tonemapFilmic > Filmic tonemapping operator http://filmicworlds.com/blog/filmic-tonemapping-operators/ ### Function gammaCorrection > Gamma correction see https://www.teamten.com/lawrence/graphics/gamma/ ### Function tonemapUncharted > Uncharted tone map see: http://filmicworlds.com/blog/filmic-tonemapping-operators/