@needle-tools/three 0.169.20 → 0.183.2-canary.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1051) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +5 -6
  3. package/build/three.cjs +54178 -56709
  4. package/build/three.core.js +59506 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +11645 -73012
  7. package/build/three.module.min.js +2 -2
  8. package/build/three.tsl.js +648 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +53905 -51657
  11. package/build/three.webgpu.min.js +2 -2
  12. package/build/three.webgpu.nodes.js +53884 -51814
  13. package/build/three.webgpu.nodes.min.js +2 -2
  14. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  15. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  16. package/examples/jsm/Addons.js +5 -15
  17. package/examples/jsm/animation/AnimationClipCreator.js +58 -6
  18. package/examples/jsm/animation/CCDIKSolver.js +152 -45
  19. package/examples/jsm/capabilities/WebGL.js +28 -29
  20. package/examples/jsm/capabilities/WebGPU.js +19 -17
  21. package/examples/jsm/controls/ArcballControls.js +474 -178
  22. package/examples/jsm/controls/DragControls.js +100 -58
  23. package/examples/jsm/controls/FirstPersonControls.js +116 -6
  24. package/examples/jsm/controls/FlyControls.js +50 -2
  25. package/examples/jsm/controls/MapControls.js +96 -8
  26. package/examples/jsm/controls/OrbitControls.js +496 -57
  27. package/examples/jsm/controls/PointerLockControls.js +115 -22
  28. package/examples/jsm/controls/TrackballControls.js +166 -14
  29. package/examples/jsm/controls/TransformControls.js +336 -26
  30. package/examples/jsm/csm/CSM.js +232 -18
  31. package/examples/jsm/csm/CSMFrustum.js +61 -4
  32. package/examples/jsm/csm/CSMHelper.js +50 -0
  33. package/examples/jsm/csm/CSMShader.js +13 -1
  34. package/examples/jsm/csm/CSMShadowNode.js +599 -0
  35. package/examples/jsm/curves/CurveExtras.js +303 -31
  36. package/examples/jsm/curves/NURBSCurve.js +91 -16
  37. package/examples/jsm/curves/NURBSSurface.js +52 -6
  38. package/examples/jsm/curves/NURBSUtils.js +102 -112
  39. package/examples/jsm/curves/NURBSVolume.js +24 -4
  40. package/examples/jsm/effects/AnaglyphEffect.js +134 -7
  41. package/examples/jsm/effects/AsciiEffect.js +69 -22
  42. package/examples/jsm/effects/OutlineEffect.js +61 -111
  43. package/examples/jsm/effects/ParallaxBarrierEffect.js +30 -0
  44. package/examples/jsm/effects/StereoEffect.js +31 -0
  45. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  46. package/examples/jsm/environments/DebugEnvironment.js +50 -0
  47. package/examples/jsm/environments/RoomEnvironment.js +83 -42
  48. package/examples/jsm/exporters/DRACOExporter.js +56 -14
  49. package/examples/jsm/exporters/EXRExporter.js +40 -9
  50. package/examples/jsm/exporters/GLTFExporter.js +502 -169
  51. package/examples/jsm/exporters/OBJExporter.js +21 -1
  52. package/examples/jsm/exporters/PLYExporter.js +44 -12
  53. package/examples/jsm/exporters/STLExporter.js +27 -5
  54. package/examples/jsm/exporters/USDZExporter.js +781 -291
  55. package/examples/jsm/geometries/BoxLineGeometry.js +23 -0
  56. package/examples/jsm/geometries/ConvexGeometry.js +19 -0
  57. package/examples/jsm/geometries/DecalGeometry.js +91 -30
  58. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  59. package/examples/jsm/geometries/ParametricGeometry.js +38 -5
  60. package/examples/jsm/geometries/RoundedBoxGeometry.js +68 -7
  61. package/examples/jsm/geometries/TeapotGeometry.js +23 -38
  62. package/examples/jsm/geometries/TextGeometry.js +48 -29
  63. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  64. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  65. package/examples/jsm/helpers/LightProbeHelper.js +36 -0
  66. package/examples/jsm/helpers/LightProbeHelperGPU.js +38 -1
  67. package/examples/jsm/helpers/OctreeHelper.js +36 -0
  68. package/examples/jsm/helpers/PositionalAudioHelper.js +60 -0
  69. package/examples/jsm/helpers/RapierHelper.js +59 -0
  70. package/examples/jsm/helpers/RectAreaLightHelper.js +36 -3
  71. package/examples/jsm/helpers/TextureHelper.js +28 -0
  72. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  73. package/examples/jsm/helpers/VertexNormalsHelper.js +61 -2
  74. package/examples/jsm/helpers/VertexTangentsHelper.js +47 -2
  75. package/examples/jsm/helpers/ViewHelper.js +181 -9
  76. package/examples/jsm/inspector/Inspector.js +487 -0
  77. package/examples/jsm/inspector/RendererInspector.js +425 -0
  78. package/examples/jsm/inspector/tabs/Console.js +238 -0
  79. package/examples/jsm/inspector/tabs/Parameters.js +348 -0
  80. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  81. package/examples/jsm/inspector/tabs/Viewer.js +166 -0
  82. package/examples/jsm/inspector/ui/Graph.js +95 -0
  83. package/examples/jsm/inspector/ui/Item.js +170 -0
  84. package/examples/jsm/inspector/ui/List.js +75 -0
  85. package/examples/jsm/inspector/ui/Profiler.js +1975 -0
  86. package/examples/jsm/inspector/ui/Style.js +1613 -0
  87. package/examples/jsm/inspector/ui/Tab.js +233 -0
  88. package/examples/jsm/inspector/ui/Values.js +439 -0
  89. package/examples/jsm/inspector/ui/utils.js +56 -0
  90. package/examples/jsm/interactive/HTMLMesh.js +43 -12
  91. package/examples/jsm/interactive/InteractiveGroup.js +170 -52
  92. package/examples/jsm/interactive/SelectionBox.js +106 -9
  93. package/examples/jsm/interactive/SelectionHelper.js +76 -30
  94. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  95. package/examples/jsm/libs/meshopt_decoder.module.js +76 -58
  96. package/examples/jsm/libs/motion-controllers.module.js +1 -1
  97. package/examples/jsm/lighting/TiledLighting.js +42 -0
  98. package/examples/jsm/lights/LightProbeGenerator.js +44 -7
  99. package/examples/jsm/lights/RectAreaLightTexturesLib.js +50 -14
  100. package/examples/jsm/lights/RectAreaLightUniformsLib.js +16 -0
  101. package/examples/jsm/lines/Line2.js +41 -4
  102. package/examples/jsm/lines/LineGeometry.js +80 -2
  103. package/examples/jsm/lines/LineMaterial.js +105 -5
  104. package/examples/jsm/lines/LineSegments2.js +54 -4
  105. package/examples/jsm/lines/LineSegmentsGeometry.js +65 -8
  106. package/examples/jsm/lines/Wireframe.js +41 -4
  107. package/examples/jsm/lines/WireframeGeometry2.js +27 -2
  108. package/examples/jsm/lines/webgpu/Line2.js +28 -2
  109. package/examples/jsm/lines/webgpu/LineSegments2.js +59 -24
  110. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  111. package/examples/jsm/loaders/3DMLoader.js +78 -6
  112. package/examples/jsm/loaders/3MFLoader.js +148 -7
  113. package/examples/jsm/loaders/AMFLoader.js +34 -14
  114. package/examples/jsm/loaders/BVHLoader.js +59 -12
  115. package/examples/jsm/loaders/ColladaLoader.js +61 -4027
  116. package/examples/jsm/loaders/DDSLoader.js +68 -1
  117. package/examples/jsm/loaders/DRACOLoader.js +146 -22
  118. package/examples/jsm/loaders/EXRLoader.js +255 -34
  119. package/examples/jsm/loaders/FBXLoader.js +80 -42
  120. package/examples/jsm/loaders/FontLoader.js +83 -6
  121. package/examples/jsm/loaders/GCodeLoader.js +71 -14
  122. package/examples/jsm/loaders/GLTFLoader.js +381 -263
  123. package/examples/jsm/loaders/HDRCubeTextureLoader.js +52 -3
  124. package/examples/jsm/loaders/HDRLoader.js +485 -0
  125. package/examples/jsm/loaders/IESLoader.js +42 -0
  126. package/examples/jsm/loaders/KMZLoader.js +39 -6
  127. package/examples/jsm/loaders/KTX2Loader.js +124 -48
  128. package/examples/jsm/loaders/KTXLoader.js +31 -10
  129. package/examples/jsm/loaders/LDrawLoader.js +192 -145
  130. package/examples/jsm/loaders/LUT3dlLoader.js +47 -10
  131. package/examples/jsm/loaders/LUTCubeLoader.js +46 -9
  132. package/examples/jsm/loaders/LUTImageLoader.js +79 -38
  133. package/examples/jsm/loaders/LWOLoader.js +54 -59
  134. package/examples/jsm/loaders/LottieLoader.js +54 -1
  135. package/examples/jsm/loaders/MD2Loader.js +37 -1
  136. package/examples/jsm/loaders/MDDLoader.js +57 -12
  137. package/examples/jsm/loaders/MTLLoader.js +60 -35
  138. package/examples/jsm/loaders/MaterialXLoader.js +268 -34
  139. package/examples/jsm/loaders/NRRDLoader.js +40 -8
  140. package/examples/jsm/loaders/OBJLoader.js +51 -2
  141. package/examples/jsm/loaders/PCDLoader.js +173 -21
  142. package/examples/jsm/loaders/PDBLoader.js +41 -2
  143. package/examples/jsm/loaders/PLYLoader.js +70 -39
  144. package/examples/jsm/loaders/PVRLoader.js +25 -6
  145. package/examples/jsm/loaders/RGBELoader.js +6 -438
  146. package/examples/jsm/loaders/STLLoader.js +48 -38
  147. package/examples/jsm/loaders/SVGLoader.js +119 -25
  148. package/examples/jsm/loaders/TDSLoader.js +92 -74
  149. package/examples/jsm/loaders/TGALoader.js +23 -2
  150. package/examples/jsm/loaders/TIFFLoader.js +23 -0
  151. package/examples/jsm/loaders/TTFLoader.js +50 -3
  152. package/examples/jsm/loaders/USDLoader.js +279 -0
  153. package/examples/jsm/loaders/USDZLoader.js +4 -858
  154. package/examples/jsm/loaders/UltraHDRLoader.js +338 -166
  155. package/examples/jsm/loaders/VOXLoader.js +688 -87
  156. package/examples/jsm/loaders/VRMLLoader.js +121 -12
  157. package/examples/jsm/loaders/VTKLoader.js +77 -25
  158. package/examples/jsm/loaders/XYZLoader.js +36 -0
  159. package/examples/jsm/loaders/collada/ColladaComposer.js +2950 -0
  160. package/examples/jsm/loaders/collada/ColladaParser.js +1962 -0
  161. package/examples/jsm/loaders/lwo/IFFParser.js +77 -77
  162. package/examples/jsm/loaders/usd/USDAParser.js +822 -0
  163. package/examples/jsm/loaders/usd/USDCParser.js +1852 -0
  164. package/examples/jsm/loaders/usd/USDComposer.js +4041 -0
  165. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  166. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  167. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  168. package/examples/jsm/math/Capsule.js +91 -14
  169. package/examples/jsm/math/ColorConverter.js +22 -0
  170. package/examples/jsm/math/ColorSpaces.js +74 -2
  171. package/examples/jsm/math/ConvexHull.js +517 -93
  172. package/examples/jsm/math/ImprovedNoise.js +32 -15
  173. package/examples/jsm/math/Lut.js +113 -0
  174. package/examples/jsm/math/MeshSurfaceSampler.js +78 -13
  175. package/examples/jsm/math/OBB.js +141 -29
  176. package/examples/jsm/math/Octree.js +283 -7
  177. package/examples/jsm/math/SimplexNoise.js +68 -42
  178. package/examples/jsm/misc/ConvexObjectBreaker.js +45 -25
  179. package/examples/jsm/misc/GPUComputationRenderer.js +96 -20
  180. package/examples/jsm/misc/Gyroscope.js +12 -0
  181. package/examples/jsm/misc/MD2Character.js +117 -2
  182. package/examples/jsm/misc/MD2CharacterComplex.js +175 -11
  183. package/examples/jsm/misc/MorphAnimMesh.js +44 -0
  184. package/examples/jsm/misc/MorphBlendMesh.js +103 -0
  185. package/examples/jsm/misc/ProgressiveLightMap.js +100 -54
  186. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  187. package/examples/jsm/misc/RollerCoaster.js +57 -0
  188. package/examples/jsm/misc/TubePainter.js +437 -40
  189. package/examples/jsm/misc/Volume.js +123 -76
  190. package/examples/jsm/misc/VolumeSlice.js +95 -49
  191. package/examples/jsm/modifiers/CurveModifier.js +66 -38
  192. package/examples/jsm/modifiers/CurveModifierGPU.js +42 -19
  193. package/examples/jsm/modifiers/EdgeSplitModifier.js +20 -0
  194. package/examples/jsm/modifiers/SimplifyModifier.js +24 -10
  195. package/examples/jsm/modifiers/TessellateModifier.js +35 -2
  196. package/examples/jsm/objects/GroundedSkybox.js +25 -6
  197. package/examples/jsm/objects/Lensflare.js +94 -2
  198. package/examples/jsm/objects/LensflareMesh.js +64 -10
  199. package/examples/jsm/objects/MarchingCubes.js +90 -5
  200. package/examples/jsm/objects/Reflector.js +76 -2
  201. package/examples/jsm/objects/ReflectorForSSRPass.js +41 -0
  202. package/examples/jsm/objects/Refractor.js +62 -0
  203. package/examples/jsm/objects/ShadowMesh.js +54 -4
  204. package/examples/jsm/objects/Sky.js +106 -16
  205. package/examples/jsm/objects/SkyMesh.js +211 -38
  206. package/examples/jsm/objects/Water.js +49 -8
  207. package/examples/jsm/objects/Water2.js +49 -7
  208. package/examples/jsm/objects/Water2Mesh.js +50 -9
  209. package/examples/jsm/objects/WaterMesh.js +136 -43
  210. package/examples/jsm/physics/AmmoPhysics.js +60 -7
  211. package/examples/jsm/physics/JoltPhysics.js +65 -12
  212. package/examples/jsm/physics/RapierPhysics.js +217 -21
  213. package/examples/jsm/postprocessing/AfterimagePass.js +110 -29
  214. package/examples/jsm/postprocessing/BloomPass.js +128 -26
  215. package/examples/jsm/postprocessing/BokehPass.js +99 -22
  216. package/examples/jsm/postprocessing/ClearPass.js +54 -3
  217. package/examples/jsm/postprocessing/CubeTexturePass.js +82 -21
  218. package/examples/jsm/postprocessing/DotScreenPass.js +59 -10
  219. package/examples/jsm/postprocessing/EffectComposer.js +140 -6
  220. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  221. package/examples/jsm/postprocessing/FilmPass.js +54 -5
  222. package/examples/jsm/postprocessing/GTAOPass.js +202 -57
  223. package/examples/jsm/postprocessing/GlitchPass.js +86 -34
  224. package/examples/jsm/postprocessing/HalftonePass.js +65 -10
  225. package/examples/jsm/postprocessing/LUTPass.js +38 -8
  226. package/examples/jsm/postprocessing/MaskPass.js +91 -0
  227. package/examples/jsm/postprocessing/OutlinePass.js +272 -135
  228. package/examples/jsm/postprocessing/OutputPass.js +65 -14
  229. package/examples/jsm/postprocessing/Pass.js +100 -4
  230. package/examples/jsm/postprocessing/RenderPass.js +94 -0
  231. package/examples/jsm/postprocessing/RenderPixelatedPass.js +124 -45
  232. package/examples/jsm/postprocessing/RenderTransitionPass.js +120 -21
  233. package/examples/jsm/postprocessing/SAOPass.js +128 -55
  234. package/examples/jsm/postprocessing/SMAAPass.js +106 -75
  235. package/examples/jsm/postprocessing/SSAARenderPass.js +118 -35
  236. package/examples/jsm/postprocessing/SSAOPass.js +173 -60
  237. package/examples/jsm/postprocessing/SSRPass.js +268 -53
  238. package/examples/jsm/postprocessing/SavePass.js +69 -16
  239. package/examples/jsm/postprocessing/ShaderPass.js +65 -7
  240. package/examples/jsm/postprocessing/TAARenderPass.js +79 -24
  241. package/examples/jsm/postprocessing/TexturePass.js +72 -8
  242. package/examples/jsm/postprocessing/UnrealBloomPass.js +168 -59
  243. package/examples/jsm/renderers/CSS2DRenderer.js +98 -5
  244. package/examples/jsm/renderers/CSS3DRenderer.js +111 -7
  245. package/examples/jsm/renderers/Projector.js +288 -32
  246. package/examples/jsm/renderers/SVGRenderer.js +323 -61
  247. package/examples/jsm/renderers/webgl-legacy/nodes/GLSL1NodeBuilder.js +3 -1
  248. package/examples/jsm/renderers/webgl-legacy/nodes/SlotNode.js +1 -1
  249. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +5 -1
  250. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +12 -5
  251. package/examples/jsm/shaders/AfterimageShader.js +8 -3
  252. package/examples/jsm/shaders/BasicShader.js +8 -1
  253. package/examples/jsm/shaders/BleachBypassShader.js +10 -3
  254. package/examples/jsm/shaders/BlendShader.js +8 -1
  255. package/examples/jsm/shaders/BokehShader.js +9 -3
  256. package/examples/jsm/shaders/BokehShader2.js +11 -4
  257. package/examples/jsm/shaders/BrightnessContrastShader.js +10 -4
  258. package/examples/jsm/shaders/ColorCorrectionShader.js +8 -1
  259. package/examples/jsm/shaders/ColorifyShader.js +8 -1
  260. package/examples/jsm/shaders/ConvolutionShader.js +9 -38
  261. package/examples/jsm/shaders/CopyShader.js +8 -1
  262. package/examples/jsm/shaders/DOFMipMapShader.js +10 -3
  263. package/examples/jsm/shaders/DepthLimitedBlurShader.js +10 -1
  264. package/examples/jsm/shaders/DigitalGlitch.js +10 -7
  265. package/examples/jsm/shaders/DotScreenShader.js +8 -3
  266. package/examples/jsm/shaders/ExposureShader.js +8 -1
  267. package/examples/jsm/shaders/FXAAShader.js +233 -221
  268. package/examples/jsm/shaders/FilmShader.js +13 -0
  269. package/examples/jsm/shaders/FocusShader.js +8 -3
  270. package/examples/jsm/shaders/FreiChenShader.js +10 -3
  271. package/examples/jsm/shaders/GTAOShader.js +55 -45
  272. package/examples/jsm/shaders/GammaCorrectionShader.js +11 -2
  273. package/examples/jsm/shaders/HalftoneShader.js +24 -4
  274. package/examples/jsm/shaders/HorizontalBlurShader.js +12 -3
  275. package/examples/jsm/shaders/HorizontalTiltShiftShader.js +9 -2
  276. package/examples/jsm/shaders/HueSaturationShader.js +10 -3
  277. package/examples/jsm/shaders/KaleidoShader.js +11 -4
  278. package/examples/jsm/shaders/LuminosityHighPassShader.js +8 -4
  279. package/examples/jsm/shaders/LuminosityShader.js +8 -2
  280. package/examples/jsm/shaders/MirrorShader.js +10 -4
  281. package/examples/jsm/shaders/NormalMapShader.js +7 -2
  282. package/examples/jsm/shaders/OutputShader.js +19 -1
  283. package/examples/jsm/shaders/PoissonDenoiseShader.js +30 -17
  284. package/examples/jsm/shaders/RGBShiftShader.js +8 -1
  285. package/examples/jsm/shaders/SAOShader.js +27 -5
  286. package/examples/jsm/shaders/SMAAShader.js +24 -1
  287. package/examples/jsm/shaders/SSAOShader.js +37 -6
  288. package/examples/jsm/shaders/SSRShader.js +32 -6
  289. package/examples/jsm/shaders/SepiaShader.js +8 -3
  290. package/examples/jsm/shaders/SobelOperatorShader.js +9 -3
  291. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +13 -8
  292. package/examples/jsm/shaders/TechnicolorShader.js +10 -4
  293. package/examples/jsm/shaders/ToonShader.js +29 -6
  294. package/examples/jsm/shaders/TriangleBlurShader.js +9 -4
  295. package/examples/jsm/shaders/UnpackDepthRGBAShader.js +19 -6
  296. package/examples/jsm/shaders/VelocityShader.js +8 -1
  297. package/examples/jsm/shaders/VerticalBlurShader.js +9 -2
  298. package/examples/jsm/shaders/VerticalTiltShiftShader.js +8 -1
  299. package/examples/jsm/shaders/VignetteShader.js +8 -3
  300. package/examples/jsm/shaders/VolumeShader.js +11 -2
  301. package/examples/jsm/shaders/WaterRefractionShader.js +11 -0
  302. package/examples/jsm/textures/FlakesTexture.js +14 -0
  303. package/examples/jsm/transpiler/AST.js +436 -31
  304. package/examples/jsm/transpiler/GLSLDecoder.js +380 -135
  305. package/examples/jsm/transpiler/Linker.js +327 -0
  306. package/examples/jsm/transpiler/ShaderToyDecoder.js +3 -1
  307. package/examples/jsm/transpiler/TSLEncoder.js +363 -97
  308. package/examples/jsm/transpiler/Transpiler.js +50 -1
  309. package/examples/jsm/transpiler/TranspilerUtils.js +29 -0
  310. package/examples/jsm/transpiler/WGSLEncoder.js +839 -0
  311. package/examples/jsm/tsl/display/AfterImageNode.js +244 -0
  312. package/examples/jsm/tsl/display/AnaglyphPassNode.js +549 -0
  313. package/examples/jsm/tsl/display/AnamorphicNode.js +282 -0
  314. package/examples/jsm/tsl/display/BilateralBlurNode.js +364 -0
  315. package/{src/nodes → examples/jsm/tsl}/display/BleachBypass.js +11 -4
  316. package/examples/jsm/tsl/display/BloomNode.js +534 -0
  317. package/examples/jsm/tsl/display/CRT.js +150 -0
  318. package/examples/jsm/tsl/display/ChromaticAberrationNode.js +207 -0
  319. package/examples/jsm/tsl/display/DenoiseNode.js +334 -0
  320. package/examples/jsm/tsl/display/DepthOfFieldNode.js +554 -0
  321. package/examples/jsm/tsl/display/DotScreenNode.js +104 -0
  322. package/examples/jsm/tsl/display/FXAANode.js +365 -0
  323. package/examples/jsm/tsl/display/FilmNode.js +101 -0
  324. package/examples/jsm/tsl/display/GTAONode.js +571 -0
  325. package/examples/jsm/tsl/display/GaussianBlurNode.js +389 -0
  326. package/examples/jsm/tsl/display/GodraysNode.js +624 -0
  327. package/examples/jsm/tsl/display/LensflareNode.js +279 -0
  328. package/examples/jsm/tsl/display/Lut3DNode.js +109 -0
  329. package/examples/jsm/tsl/display/MotionBlur.js +33 -0
  330. package/examples/jsm/tsl/display/OutlineNode.js +762 -0
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  1027. package/src/nodes/display/FXAANode.js +0 -332
  1028. package/src/nodes/display/FilmNode.js +0 -56
  1029. package/src/nodes/display/GTAONode.js +0 -331
  1030. package/src/nodes/display/GaussianBlurNode.js +0 -213
  1031. package/src/nodes/display/Lut3DNode.js +0 -57
  1032. package/src/nodes/display/MotionBlur.js +0 -25
  1033. package/src/nodes/display/ParallaxBarrierPassNode.js +0 -58
  1034. package/src/nodes/display/PixelationPassNode.js +0 -213
  1035. package/src/nodes/display/PosterizeNode.js +0 -33
  1036. package/src/nodes/display/RGBShiftNode.js +0 -53
  1037. package/src/nodes/display/StereoCompositePassNode.js +0 -110
  1038. package/src/nodes/display/TransitionNode.js +0 -80
  1039. package/src/nodes/fog/FogExp2Node.js +0 -35
  1040. package/src/nodes/fog/FogNode.js +0 -50
  1041. package/src/nodes/fog/FogRangeNode.js +0 -36
  1042. package/src/nodes/functions/BSDF/DFGApprox.js +0 -30
  1043. package/src/nodes/utils/EquirectUVNode.js +0 -36
  1044. package/src/nodes/utils/MatcapUVNode.js +0 -33
  1045. package/src/nodes/utils/OscNode.js +0 -85
  1046. package/src/nodes/utils/SpriteSheetUVNode.js +0 -45
  1047. package/src/nodes/utils/TimerNode.js +0 -97
  1048. package/src/nodes/utils/TriplanarTexturesNode.js +0 -64
  1049. package/src/renderers/common/nodes/Nodes.js +0 -534
  1050. package/src/renderers/webgl/WebGLCubeMaps.js +0 -99
  1051. package/src/renderers/webgl/WebGLCubeUVMaps.js +0 -136
@@ -0,0 +1,490 @@
1
+ import { RedFormat, RenderTarget, Vector2, RendererUtils, QuadMesh, TempNode, NodeMaterial, NodeUpdateType, UnsignedByteType } from 'three/webgpu';
2
+ import { reference, viewZToPerspectiveDepth, logarithmicDepthToViewZ, getScreenPosition, getViewPosition, float, Break, Loop, int, max, abs, If, interleavedGradientNoise, screenCoordinate, Fn, passTexture, uv, uniform, perspectiveDepthToViewZ, orthographicDepthToViewZ, vec2, lightPosition, lightTargetPosition, fract, rand, mix } from 'three/tsl';
3
+
4
+ const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
+ const _size = /*@__PURE__*/ new Vector2();
6
+
7
+ const _spatialOffsets = [ 0, 0.5, 0.25, 0.75 ];
8
+
9
+ let _rendererState;
10
+
11
+ /**
12
+ * Post processing node for applying Screen-Space Shadows (SSS) to a scene.
13
+ *
14
+ * Screen-Space Shadows (also known as Contact Shadows) should ideally be used to complement
15
+ * traditional shadow maps. They are best suited for rendering detailed shadows of smaller
16
+ * objects at a closer scale like intricate shadowing on highly detailed models. In other words:
17
+ * Use Shadow Maps for the foundation and Screen-Space Shadows for the details.
18
+ *
19
+ * The shadows produced by this implementation might have too hard edges for certain use cases.
20
+ * Use a box, gaussian or hash blur to soften the edges before doing the composite with the
21
+ * beauty pass. Code example:
22
+ *
23
+ * ```js
24
+ * const sssPass = sss( scenePassDepth, camera, mainLight );
25
+ *
26
+ * const sssBlur = boxBlur( sssPass.r, { size: 2, separation: 1 } ); // optional blur
27
+ * ```
28
+ *
29
+ * Limitations:
30
+ *
31
+ * - Ideally the maximum shadow length should not exceed `1` meter. Otherwise the effect gets
32
+ * computationally very expensive since more samples during the ray marching process are evaluated.
33
+ * You can mitigate this issue by reducing the `quality` paramter.
34
+ * - The effect can only be used with a single directional light, the main light of your scene.
35
+ * This main light usually represents the sun or daylight.
36
+ * - Like other Screen-Space techniques SSS can only honor objects in the shadowing computation that
37
+ * are currently visible within the camera's view.
38
+ *
39
+ * References:
40
+ * - {@link https://panoskarabelas.com/posts/screen_space_shadows/}.
41
+ * - {@link https://www.bendstudio.com/blog/inside-bend-screen-space-shadows/}.
42
+ *
43
+ * @augments TempNode
44
+ * @three_import import { sss } from 'three/addons/tsl/display/SSSNode.js';
45
+ */
46
+ class SSSNode extends TempNode {
47
+
48
+ static get type() {
49
+
50
+ return 'SSSNode';
51
+
52
+ }
53
+
54
+ /**
55
+ * Constructs a new SSS node.
56
+ *
57
+ * @param {TextureNode} depthNode - A texture node that represents the scene's depth.
58
+ * @param {Camera} camera - The camera the scene is rendered with.
59
+ * @param {DirectionalLight} mainLight - The main directional light of the scene.
60
+ */
61
+ constructor( depthNode, camera, mainLight ) {
62
+
63
+ super( 'float' );
64
+
65
+ /**
66
+ * A node that represents the beauty pass's depth.
67
+ *
68
+ * @type {TextureNode}
69
+ */
70
+ this.depthNode = depthNode;
71
+
72
+ /**
73
+ * Maximum shadow length in world units. Longer shadows result in more computational
74
+ * overhead.
75
+ *
76
+ * @type {UniformNode<float>}
77
+ * @default 0.1
78
+ */
79
+ this.maxDistance = uniform( 0.1, 'float' );
80
+
81
+ /**
82
+ * Depth testing thickness.
83
+ *
84
+ * @type {UniformNode<float>}
85
+ * @default 0.01
86
+ */
87
+ this.thickness = uniform( 0.01, 'float' );
88
+
89
+ /**
90
+ * Shadow intensity. Must be in the range `[0, 1]`.
91
+ *
92
+ * @type {UniformNode<float>}
93
+ * @default 1.0
94
+ */
95
+ this.shadowIntensity = uniform( 1.0, 'float' );
96
+
97
+ /**
98
+ * This parameter controls how detailed the raymarching process works.
99
+ * The value ranges is `[0,1]` where `1` means best quality (the maximum number
100
+ * of raymarching iterations/samples) and `0` means no samples at all.
101
+ *
102
+ * A quality of `0.5` is usually sufficient for most use cases. Try to keep
103
+ * this parameter as low as possible. Larger values result in noticeable more
104
+ * overhead.
105
+ *
106
+ * @type {UniformNode<float>}
107
+ * @default 0.5
108
+ */
109
+ this.quality = uniform( 0.5 );
110
+
111
+ /**
112
+ * The resolution scale. Valid values are in the range
113
+ * `[0,1]`. `1` means best quality but also results in
114
+ * more computational overhead. Setting to `0.5` means
115
+ * the effect is computed in half-resolution.
116
+ *
117
+ * @type {number}
118
+ * @default 1
119
+ */
120
+ this.resolutionScale = 1;
121
+
122
+ /**
123
+ * Whether to use temporal filtering or not. Setting this property to
124
+ * `true` requires the usage of `TRAANode`. This will help to reduce noice
125
+ * although it introduces typical TAA artifacts like ghosting and temporal
126
+ * instabilities.
127
+ *
128
+ * @type {boolean}
129
+ * @default false
130
+ */
131
+ this.useTemporalFiltering = false;
132
+
133
+ /**
134
+ * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
135
+ * its effect once per frame in `updateBefore()`.
136
+ *
137
+ * @type {string}
138
+ * @default 'frame'
139
+ */
140
+ this.updateBeforeType = NodeUpdateType.FRAME;
141
+
142
+ // private uniforms
143
+
144
+ /**
145
+ * Represents the view matrix of the scene's camera.
146
+ *
147
+ * @private
148
+ * @type {UniformNode<mat4>}
149
+ */
150
+ this._cameraViewMatrix = uniform( camera.matrixWorldInverse );
151
+
152
+ /**
153
+ * Represents the projection matrix of the scene's camera.
154
+ *
155
+ * @private
156
+ * @type {UniformNode<mat4>}
157
+ */
158
+ this._cameraProjectionMatrix = uniform( camera.projectionMatrix );
159
+
160
+ /**
161
+ * Represents the inverse projection matrix of the scene's camera.
162
+ *
163
+ * @private
164
+ * @type {UniformNode<mat4>}
165
+ */
166
+ this._cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
167
+
168
+ /**
169
+ * Represents the near value of the scene's camera.
170
+ *
171
+ * @private
172
+ * @type {ReferenceNode<float>}
173
+ */
174
+ this._cameraNear = reference( 'near', 'float', camera );
175
+
176
+ /**
177
+ * Represents the far value of the scene's camera.
178
+ *
179
+ * @private
180
+ * @type {ReferenceNode<float>}
181
+ */
182
+ this._cameraFar = reference( 'far', 'float', camera );
183
+
184
+ /**
185
+ * The resolution of the pass.
186
+ *
187
+ * @private
188
+ * @type {UniformNode<vec2>}
189
+ */
190
+ this._resolution = uniform( new Vector2() );
191
+
192
+ /**
193
+ * Temporal offset added to the initial ray step.
194
+ *
195
+ * @private
196
+ * @type {UniformNode<float>}
197
+ */
198
+ this._temporalOffset = uniform( 0 );
199
+
200
+ /**
201
+ * The frame ID use when temporal filtering is enabled.
202
+ *
203
+ * @private
204
+ * @type {UniformNode<uint>}
205
+ */
206
+ this._frameId = uniform( 0 );
207
+
208
+ /**
209
+ * A reference to the scene's main light.
210
+ *
211
+ * @private
212
+ * @type {DirectionalLight}
213
+ */
214
+ this._mainLight = mainLight;
215
+
216
+ /**
217
+ * The camera the scene is rendered with.
218
+ *
219
+ * @private
220
+ * @type {Camera}
221
+ */
222
+ this._camera = camera;
223
+
224
+ /**
225
+ * The render target the SSS is rendered into.
226
+ *
227
+ * @private
228
+ * @type {RenderTarget}
229
+ */
230
+ this._sssRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, format: RedFormat, type: UnsignedByteType } );
231
+ this._sssRenderTarget.texture.name = 'SSS';
232
+
233
+ /**
234
+ * The material that is used to render the effect.
235
+ *
236
+ * @private
237
+ * @type {NodeMaterial}
238
+ */
239
+ this._material = new NodeMaterial();
240
+ this._material.name = 'SSS';
241
+
242
+ /**
243
+ * The result of the effect is represented as a separate texture node.
244
+ *
245
+ * @private
246
+ * @type {PassTextureNode}
247
+ */
248
+ this._textureNode = passTexture( this, this._sssRenderTarget.texture );
249
+
250
+
251
+ }
252
+
253
+ /**
254
+ * Returns the result of the effect as a texture node.
255
+ *
256
+ * @return {PassTextureNode} A texture node that represents the result of the effect.
257
+ */
258
+ getTextureNode() {
259
+
260
+ return this._textureNode;
261
+
262
+ }
263
+
264
+ /**
265
+ * Sets the size of the effect.
266
+ *
267
+ * @param {number} width - The width of the effect.
268
+ * @param {number} height - The height of the effect.
269
+ */
270
+ setSize( width, height ) {
271
+
272
+ width = Math.round( this.resolutionScale * width );
273
+ height = Math.round( this.resolutionScale * height );
274
+
275
+ this._resolution.value.set( width, height );
276
+ this._sssRenderTarget.setSize( width, height );
277
+
278
+ }
279
+
280
+ /**
281
+ * This method is used to render the effect once per frame.
282
+ *
283
+ * @param {NodeFrame} frame - The current node frame.
284
+ */
285
+ updateBefore( frame ) {
286
+
287
+ const { renderer } = frame;
288
+
289
+ _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
290
+
291
+ //
292
+
293
+ const size = renderer.getDrawingBufferSize( _size );
294
+ this.setSize( size.width, size.height );
295
+
296
+ // update temporal uniforms
297
+
298
+ if ( this.useTemporalFiltering === true ) {
299
+
300
+ const frameId = frame.frameId;
301
+
302
+ this._temporalOffset.value = _spatialOffsets[ frameId % 4 ];
303
+ this._frameId = frame.frameId;
304
+
305
+ } else {
306
+
307
+ this._temporalOffset.value = 0;
308
+ this._frameId = 0;
309
+
310
+ }
311
+
312
+ //
313
+
314
+ _quadMesh.material = this._material;
315
+ _quadMesh.name = 'SSS';
316
+
317
+ // clear
318
+
319
+ renderer.setClearColor( 0xffffff, 1 );
320
+
321
+ // sss
322
+
323
+ renderer.setRenderTarget( this._sssRenderTarget );
324
+ _quadMesh.render( renderer );
325
+
326
+ // restore
327
+
328
+ RendererUtils.restoreRendererState( renderer, _rendererState );
329
+
330
+ }
331
+
332
+ /**
333
+ * This method is used to setup the effect's TSL code.
334
+ *
335
+ * @param {NodeBuilder} builder - The current node builder.
336
+ * @return {PassTextureNode}
337
+ */
338
+ setup( builder ) {
339
+
340
+ const uvNode = uv();
341
+
342
+ const getViewZ = Fn( ( [ depth ] ) => {
343
+
344
+ let viewZNode;
345
+
346
+ if ( this._camera.isPerspectiveCamera ) {
347
+
348
+ viewZNode = perspectiveDepthToViewZ( depth, this._cameraNear, this._cameraFar );
349
+
350
+ } else {
351
+
352
+ viewZNode = orthographicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
353
+
354
+ }
355
+
356
+ return viewZNode;
357
+
358
+ } );
359
+
360
+ const sampleDepth = ( uv ) => {
361
+
362
+ const depth = this.depthNode.sample( uv ).r;
363
+
364
+ if ( builder.renderer.logarithmicDepthBuffer === true ) {
365
+
366
+ const viewZ = logarithmicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
367
+
368
+ return viewZToPerspectiveDepth( viewZ, this._cameraNear, this._cameraFar );
369
+
370
+ }
371
+
372
+ return depth;
373
+
374
+ };
375
+
376
+ const sss = Fn( () => {
377
+
378
+ const depth = sampleDepth( uvNode ).toVar();
379
+ depth.greaterThanEqual( 1.0 ).discard();
380
+
381
+ // compute ray position and direction (in view-space)
382
+
383
+ const rayStartPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toVar( 'rayStartPosition' );
384
+ const rayDirection = this._cameraViewMatrix.transformDirection( lightPosition( this._mainLight ).sub( lightTargetPosition( this._mainLight ) ) ).toConst( 'rayDirection' );
385
+ const rayEndPosition = rayStartPosition.add( rayDirection.mul( this.maxDistance ) ).toConst( 'rayEndPosition' );
386
+
387
+ // d0 and d1 are the start and maximum points of the ray in screen space
388
+ const d0 = screenCoordinate.xy.toVar();
389
+ const d1 = getScreenPosition( rayEndPosition, this._cameraProjectionMatrix ).mul( this._resolution ).toVar();
390
+
391
+ // below variables are used to control the raymarching process
392
+
393
+ // total length of the ray
394
+ const totalLen = d1.sub( d0 ).length().toVar();
395
+
396
+ // offset in x and y direction
397
+ const xLen = d1.x.sub( d0.x ).toVar();
398
+ const yLen = d1.y.sub( d0.y ).toVar();
399
+
400
+ // determine the larger delta
401
+ // The larger difference will help to determine how much to travel in the X and Y direction each iteration and
402
+ // how many iterations are needed to travel the entire ray
403
+ const totalStep = int( max( abs( xLen ), abs( yLen ) ).mul( this.quality.clamp() ) ).toConst();
404
+
405
+ // step sizes in the x and y directions
406
+ const xSpan = xLen.div( totalStep ).toVar();
407
+ const ySpan = yLen.div( totalStep ).toVar();
408
+
409
+ // compute noise based ray offset
410
+ const noise = interleavedGradientNoise( screenCoordinate );
411
+ const offset = fract( noise.add( this._temporalOffset ) ).add( rand( uvNode.add( this._frameId ) ) ).toConst( 'offset' );
412
+
413
+ const occlusion = float( 0 ).toVar();
414
+
415
+ Loop( totalStep, ( { i } ) => {
416
+
417
+ // advance on the ray by computing a new position in screen coordinates
418
+ const xy = vec2( d0.x.add( xSpan.mul( float( i ).add( offset ) ) ), d0.y.add( ySpan.mul( float( i ).add( offset ) ) ) ).toVar();
419
+
420
+ // stop processing if the new position lies outside of the screen
421
+ If( xy.x.lessThan( 0 ).or( xy.x.greaterThan( this._resolution.x ) ).or( xy.y.lessThan( 0 ) ).or( xy.y.greaterThan( this._resolution.y ) ), () => {
422
+
423
+ Break();
424
+
425
+ } );
426
+
427
+ // compute new uv, depth and viewZ for the next fragment
428
+
429
+ const uvNode = xy.div( this._resolution );
430
+ const fragmentDepth = sampleDepth( uvNode ).toConst();
431
+ const fragmentViewZ = getViewZ( fragmentDepth ).toConst( 'fragmentViewZ' );
432
+
433
+ const s = xy.sub( d0 ).length().div( totalLen ).toVar();
434
+ const rayPosition = mix( rayStartPosition, rayEndPosition, s );
435
+
436
+ const depthDelta = rayPosition.z.sub( fragmentViewZ ).negate(); // Port note: viewZ values are negative in three
437
+
438
+ // check if the camera can't "see" the ray (ray depth must be larger than the camera depth, so positive depth_delta)
439
+
440
+ If( depthDelta.greaterThan( 0 ).and( depthDelta.lessThan( this.thickness ) ), () => {
441
+
442
+ // mark as occluded
443
+
444
+ occlusion.assign( this.shadowIntensity );
445
+
446
+ Break();
447
+
448
+ } );
449
+
450
+
451
+ } );
452
+
453
+ return occlusion.oneMinus();
454
+
455
+ } );
456
+
457
+ this._material.fragmentNode = sss().context( builder.getSharedContext() );
458
+ this._material.needsUpdate = true;
459
+
460
+ return this._textureNode;
461
+
462
+ }
463
+
464
+ /**
465
+ * Frees internal resources. This method should be called
466
+ * when the effect is no longer required.
467
+ */
468
+ dispose() {
469
+
470
+ this._sssRenderTarget.dispose();
471
+
472
+ this._material.dispose();
473
+
474
+ }
475
+
476
+ }
477
+
478
+ export default SSSNode;
479
+
480
+ /**
481
+ * TSL function for creating a SSS effect.
482
+ *
483
+ * @tsl
484
+ * @function
485
+ * @param {TextureNode} depthNode - A texture node that represents the scene's depth.
486
+ * @param {Camera} camera - The camera the scene is rendered with.
487
+ * @param {DirectionalLight} mainLight - The main directional light of the scene.
488
+ * @returns {SSSNode}
489
+ */
490
+ export const sss = ( depthNode, camera, mainLight ) => new SSSNode( depthNode, camera, mainLight );
@@ -1,6 +1,13 @@
1
- import { Fn, vec3, vec4 } from '../tsl/TSLBase.js';
2
- import { dot } from '../math/MathNode.js';
1
+ import { dot, Fn, vec3, vec4 } from 'three/tsl';
3
2
 
3
+ /**
4
+ * Applies a sepia effect to the given color node.
5
+ *
6
+ * @tsl
7
+ * @function
8
+ * @param {Node<vec4>} color - The color node to apply the sepia for.
9
+ * @return {Node<vec4>} The updated color node.
10
+ */
4
11
  export const sepia = /*@__PURE__*/ Fn( ( [ color ] ) => {
5
12
 
6
13
  const c = vec3( color );
@@ -0,0 +1,29 @@
1
+ import { Fn, float, length, smoothstep, uv } from 'three/tsl';
2
+
3
+ /**
4
+ * Returns a radial gradient from center (white) to edges (black).
5
+ * Useful for masking effects based on distance from center.
6
+ *
7
+ * @tsl
8
+ * @function
9
+ * @param {Node<float>} [scale=1.0] - Controls the size of the gradient (0 = all black, 1 = full circle).
10
+ * @param {Node<float>} [softness=0.5] - Controls the edge softness (0 = hard edge, 1 = soft gradient).
11
+ * @param {Node<vec2>} [coord=uv()] - The input UV coordinates.
12
+ * @return {Node<float>} 1.0 at center, 0.0 at edges.
13
+ */
14
+ export const circle = Fn( ( [ scale = float( 1.0 ), softness = float( 0.5 ), coord = uv() ] ) => {
15
+
16
+ // Center UV coordinates (-0.5 to 0.5)
17
+ const centered = coord.sub( 0.5 );
18
+
19
+ // Calculate distance from center (0 at center, ~0.707 at corners)
20
+ const dist = length( centered ).mul( 2.0 );
21
+
22
+ // Calculate inner and outer edges based on scale and softness
23
+ const outer = scale;
24
+ const inner = scale.sub( softness.mul( scale ) );
25
+
26
+ // Smoothstep for soft/hard transition
27
+ return smoothstep( outer, inner, dist );
28
+
29
+ } );
@@ -1,14 +1,14 @@
1
- import TempNode from '../core/TempNode.js';
2
- import { uv } from '../accessors/UV.js';
3
- import { luminance } from './ColorAdjustment.js';
4
- import { Fn, nodeObject, vec2, vec3, vec4, mat3 } from '../tsl/TSLBase.js';
5
- import { NodeUpdateType } from '../core/constants.js';
6
- import { uniform } from '../core/UniformNode.js';
7
- import { add } from '../math/OperatorNode.js';
8
- import { convertToTexture } from '../utils/RTTNode.js';
9
-
10
- import { Vector2 } from '../../math/Vector2.js';
11
-
1
+ import { Vector2, TempNode, NodeUpdateType } from 'three/webgpu';
2
+ import { Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl';
3
+
4
+ /**
5
+ * Post processing node for detecting edges with a sobel filter.
6
+ * A sobel filter should be applied after tone mapping and output color
7
+ * space conversion.
8
+ *
9
+ * @augments TempNode
10
+ * @three_import import { sobel } from 'three/addons/tsl/display/SobelOperatorNode.js';
11
+ */
12
12
  class SobelOperatorNode extends TempNode {
13
13
 
14
14
  static get type() {
@@ -17,19 +17,47 @@ class SobelOperatorNode extends TempNode {
17
17
 
18
18
  }
19
19
 
20
+ /**
21
+ * Constructs a new sobel operator node.
22
+ *
23
+ * @param {TextureNode} textureNode - The texture node that represents the input of the effect.
24
+ */
20
25
  constructor( textureNode ) {
21
26
 
22
- super();
27
+ super( 'vec4' );
23
28
 
29
+ /**
30
+ * The texture node that represents the input of the effect.
31
+ *
32
+ * @type {TextureNode}
33
+ */
24
34
  this.textureNode = textureNode;
25
35
 
26
- this.updateBeforeType = NodeUpdateType.RENDER;
27
-
36
+ /**
37
+ * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
38
+ * its internal uniforms once per frame in `updateBefore()`.
39
+ *
40
+ * @type {string}
41
+ * @default 'frame'
42
+ */
43
+ this.updateBeforeType = NodeUpdateType.FRAME;
44
+
45
+ /**
46
+ * A uniform node holding the inverse resolution value.
47
+ *
48
+ * @private
49
+ * @type {UniformNode<vec2>}
50
+ */
28
51
  this._invSize = uniform( new Vector2() );
29
52
 
30
53
  }
31
54
 
32
- updateBefore() {
55
+ /**
56
+ * This method is used to update the effect's uniforms once per frame.
57
+ *
58
+ * @param {NodeFrame} frame - The current node frame.
59
+ */
60
+ updateBefore( /* frame */ ) {
33
61
 
34
62
  const map = this.textureNode.value;
35
63
 
@@ -37,13 +65,19 @@ class SobelOperatorNode extends TempNode {
37
65
 
38
66
  }
39
67
 
40
- setup() {
68
+ /**
69
+ * This method is used to setup the effect's TSL code.
70
+ *
71
+ * @param {NodeBuilder} builder - The current node builder.
72
+ * @return {ShaderCallNodeInternal}
73
+ */
74
+ setup( /* builder */ ) {
41
75
 
42
76
  const { textureNode } = this;
43
77
 
44
78
  const uvNode = textureNode.uvNode || uv();
45
79
 
46
- const sampleTexture = ( uv ) => textureNode.uv( uv );
80
+ const sampleTexture = ( uv ) => textureNode.sample( uv );
47
81
 
48
82
  const sobel = Fn( () => {
49
83
 
@@ -105,7 +139,7 @@ class SobelOperatorNode extends TempNode {
105
139
  Gy[ 2 ][ 2 ].mul( tx2y2 )
106
140
  );
107
141
 
108
- // magnitute of the total gradient
142
+ // magnitude of the total gradient
109
143
 
110
144
  const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt();
111
145
 
@@ -123,4 +157,12 @@ class SobelOperatorNode extends TempNode {
123
157
 
124
158
  export default SobelOperatorNode;
125
159
 
126
- export const sobel = ( node ) => nodeObject( new SobelOperatorNode( convertToTexture( node ) ) );
160
+ /**
161
+ * TSL function for creating a sobel operator node which performs edge detection with a sobel filter.
162
+ *
163
+ * @tsl
164
+ * @function
165
+ * @param {Node<vec4>} node - The node that represents the input of the effect.
166
+ * @returns {SobelOperatorNode}
167
+ */
168
+ export const sobel = ( node ) => new SobelOperatorNode( convertToTexture( node ) );