| kernel(const Vector3 &w_out, const Vector3 &w_in, const HitRecord &rec, Context &context) const | WardShader | [virtual] |
| pdfDirection(const Vector3 &w_out, const Vector3 &w_in, const HitRecord &rec, Context &context) const | WardShader | [virtual] |
| radiance(const HitRecord &rec, Context &context) const | SurfaceShader | [virtual] |
| radianceMD(const HitRecord &rec, Context &context) const | SurfaceShader | |
| radianceMIS(const HitRecord &rec, Context &context) const | SurfaceShader | |
| radiancePath(const HitRecord &rec, Context &context) const | SurfaceShader | |
| sampleKernel(const Vector3 &w_out, const HitRecord &rec, Context &context, Vector3 &w_in, double &pdf) const | WardShader | [virtual] |
| WardShader(RGBTexture *diffuse_color, RGBTexture *specular_color, FloatTexture *alpha_x, FloatTexture *alpha_y) (defined in WardShader) | WardShader | |
| ~SurfaceShader() (defined in SurfaceShader) | SurfaceShader | [inline, virtual] |
| ~WardShader() (defined in WardShader) | WardShader | [inline] |