@types/three 0.180.0 → 0.181.0

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Files changed (269) hide show
  1. three/README.md +1 -1
  2. three/examples/jsm/geometries/TextGeometry.d.ts +2 -0
  3. three/examples/jsm/gpgpu/BitonicSort.d.ts +21 -0
  4. three/examples/jsm/inspector/Inspector.d.ts +10 -0
  5. three/examples/jsm/inspector/RendererInspector.d.ts +4 -0
  6. three/examples/jsm/inspector/tabs/Parameters.d.ts +95 -0
  7. three/examples/jsm/inspector/ui/Tab.d.ts +3 -0
  8. three/examples/jsm/inspector/ui/Values.d.ts +80 -0
  9. three/examples/jsm/interactive/SelectionBox.d.ts +9 -9
  10. three/examples/jsm/lighting/TiledLighting.d.ts +1 -2
  11. three/examples/jsm/loaders/FontLoader.d.ts +1 -1
  12. three/examples/jsm/loaders/KTX2Loader.d.ts +3 -0
  13. three/examples/jsm/objects/SkyMesh.d.ts +6 -7
  14. three/examples/jsm/objects/WaterMesh.d.ts +2 -2
  15. three/examples/jsm/renderers/CSS2DRenderer.d.ts +15 -10
  16. three/examples/jsm/tsl/display/AfterImageNode.d.ts +4 -5
  17. three/examples/jsm/tsl/display/AnaglyphPassNode.d.ts +1 -2
  18. three/examples/jsm/tsl/display/AnamorphicNode.d.ts +1 -2
  19. three/examples/jsm/tsl/display/BleachBypass.d.ts +1 -2
  20. three/examples/jsm/tsl/display/BloomNode.d.ts +2 -3
  21. three/examples/jsm/tsl/display/ChromaticAberrationNode.d.ts +1 -2
  22. three/examples/jsm/tsl/display/DenoiseNode.d.ts +1 -2
  23. three/examples/jsm/tsl/display/DepthOfFieldNode.d.ts +1 -2
  24. three/examples/jsm/tsl/display/DotScreenNode.d.ts +1 -2
  25. three/examples/jsm/tsl/display/FXAANode.d.ts +1 -2
  26. three/examples/jsm/tsl/display/FilmNode.d.ts +1 -2
  27. three/examples/jsm/tsl/display/GTAONode.d.ts +11 -10
  28. three/examples/jsm/tsl/display/GaussianBlurNode.d.ts +2 -3
  29. three/examples/jsm/tsl/display/LensflareNode.d.ts +6 -7
  30. three/examples/jsm/tsl/display/Lut3DNode.d.ts +2 -3
  31. three/examples/jsm/tsl/display/MotionBlur.d.ts +1 -2
  32. three/examples/jsm/tsl/display/OutlineNode.d.ts +6 -7
  33. three/examples/jsm/tsl/display/ParallaxBarrierPassNode.d.ts +1 -2
  34. three/examples/jsm/tsl/display/PixelationPassNode.d.ts +1 -2
  35. three/examples/jsm/tsl/display/RGBShiftNode.d.ts +1 -2
  36. three/examples/jsm/tsl/display/SMAANode.d.ts +1 -2
  37. three/examples/jsm/tsl/display/SSAAPassNode.d.ts +1 -2
  38. three/examples/jsm/tsl/display/SSGINode.d.ts +30 -0
  39. three/examples/jsm/tsl/display/SSRNode.d.ts +12 -13
  40. three/examples/jsm/tsl/display/SSSNode.d.ts +18 -0
  41. three/examples/jsm/tsl/display/Sepia.d.ts +1 -2
  42. three/examples/jsm/tsl/display/SobelOperatorNode.d.ts +1 -2
  43. three/examples/jsm/tsl/display/StereoPassNode.d.ts +1 -2
  44. three/examples/jsm/tsl/display/TRAANode.d.ts +1 -2
  45. three/examples/jsm/tsl/display/TransitionNode.d.ts +1 -2
  46. three/examples/jsm/tsl/display/boxBlur.d.ts +1 -2
  47. three/examples/jsm/tsl/display/hashBlur.d.ts +1 -2
  48. three/examples/jsm/tsl/lighting/TiledLightsNode.d.ts +3 -4
  49. three/examples/jsm/tsl/math/Bayer.d.ts +1 -2
  50. three/examples/jsm/tsl/utils/Raymarching.d.ts +2 -3
  51. three/package.json +2 -2
  52. three/src/Three.Core.d.ts +1 -1
  53. three/src/Three.TSL.d.ts +7 -1
  54. three/src/Three.WebGPU.Nodes.d.ts +2 -0
  55. three/src/Three.WebGPU.d.ts +2 -0
  56. three/src/animation/AnimationMixer.d.ts +3 -3
  57. three/src/lights/DirectionalLight.d.ts +0 -1
  58. three/src/loaders/ObjectLoader.d.ts +3 -3
  59. three/src/loaders/TextureLoader.d.ts +3 -3
  60. three/src/materials/Material.d.ts +2 -2
  61. three/src/materials/MeshLambertMaterial.d.ts +1 -1
  62. three/src/materials/MeshMatcapMaterial.d.ts +14 -0
  63. three/src/materials/MeshPhongMaterial.d.ts +1 -1
  64. three/src/materials/MeshPhysicalMaterial.d.ts +1 -1
  65. three/src/materials/MeshStandardMaterial.d.ts +7 -7
  66. three/src/materials/PointsMaterial.d.ts +1 -1
  67. three/src/materials/ShaderMaterial.d.ts +8 -8
  68. three/src/materials/nodes/MeshSSSNodeMaterial.d.ts +1 -1
  69. three/src/materials/nodes/NodeMaterial.d.ts +2 -3
  70. three/src/materials/nodes/VolumeNodeMaterial.d.ts +1 -2
  71. three/src/math/Vector3.d.ts +2 -2
  72. three/src/nodes/Nodes.d.ts +1 -1
  73. three/src/nodes/TSL.d.ts +1 -1
  74. three/src/nodes/accessors/AccessorsUtils.d.ts +4 -5
  75. three/src/nodes/accessors/Arrays.d.ts +2 -3
  76. three/src/nodes/accessors/BatchNode.d.ts +1 -2
  77. three/src/nodes/accessors/Bitangent.d.ts +4 -5
  78. three/src/nodes/accessors/BufferAttributeNode.d.ts +8 -9
  79. three/src/nodes/accessors/BufferNode.d.ts +2 -2
  80. three/src/nodes/accessors/BuiltinNode.d.ts +1 -2
  81. three/src/nodes/accessors/Camera.d.ts +10 -11
  82. three/src/nodes/accessors/ClippingNode.d.ts +3 -6
  83. three/src/nodes/accessors/CubeTextureNode.d.ts +8 -9
  84. three/src/nodes/accessors/InstanceNode.d.ts +1 -2
  85. three/src/nodes/accessors/InstancedMeshNode.d.ts +1 -2
  86. three/src/nodes/accessors/Lights.d.ts +6 -7
  87. three/src/nodes/accessors/MaterialNode.d.ts +38 -39
  88. three/src/nodes/accessors/MaterialProperties.d.ts +3 -4
  89. three/src/nodes/accessors/MaterialReferenceNode.d.ts +2 -2
  90. three/src/nodes/accessors/ModelNode.d.ts +12 -13
  91. three/src/nodes/accessors/ModelViewProjectionNode.d.ts +1 -2
  92. three/src/nodes/accessors/MorphNode.d.ts +1 -2
  93. three/src/nodes/accessors/Normal.d.ts +13 -14
  94. three/src/nodes/accessors/Object3DNode.d.ts +6 -7
  95. three/src/nodes/accessors/PointUVNode.d.ts +1 -2
  96. three/src/nodes/accessors/Position.d.ts +7 -8
  97. three/src/nodes/accessors/ReferenceBaseNode.d.ts +2 -3
  98. three/src/nodes/accessors/ReferenceNode.d.ts +2 -3
  99. three/src/nodes/accessors/ReflectVector.d.ts +4 -5
  100. three/src/nodes/accessors/RendererReferenceNode.d.ts +1 -2
  101. three/src/nodes/accessors/SceneNode.d.ts +3 -4
  102. three/src/nodes/accessors/SkinningNode.d.ts +5 -6
  103. three/src/nodes/accessors/StorageBufferNode.d.ts +5 -5
  104. three/src/nodes/accessors/StorageTextureNode.d.ts +7 -4
  105. three/src/nodes/accessors/Tangent.d.ts +4 -6
  106. three/src/nodes/accessors/TangentUtils.d.ts +2 -3
  107. three/src/nodes/accessors/Texture3DNode.d.ts +3 -4
  108. three/src/nodes/accessors/TextureBicubic.d.ts +2 -3
  109. three/src/nodes/accessors/TextureNode.d.ts +29 -24
  110. three/src/nodes/accessors/TextureSizeNode.d.ts +1 -2
  111. three/src/nodes/accessors/UV.d.ts +1 -2
  112. three/src/nodes/accessors/UniformArrayNode.d.ts +2 -3
  113. three/src/nodes/accessors/UserDataNode.d.ts +1 -2
  114. three/src/nodes/accessors/VelocityNode.d.ts +1 -2
  115. three/src/nodes/accessors/VertexColorNode.d.ts +1 -2
  116. three/src/nodes/code/CodeNode.d.ts +4 -5
  117. three/src/nodes/code/ExpressionNode.d.ts +1 -2
  118. three/src/nodes/code/FunctionCallNode.d.ts +6 -5
  119. three/src/nodes/code/FunctionNode.d.ts +4 -6
  120. three/src/nodes/code/ScriptableNode.d.ts +1 -2
  121. three/src/nodes/code/ScriptableValueNode.d.ts +1 -2
  122. three/src/nodes/core/ArrayNode.d.ts +6 -6
  123. three/src/nodes/core/AssignNode.d.ts +1 -8
  124. three/src/nodes/core/AttributeNode.d.ts +1 -2
  125. three/src/nodes/core/BypassNode.d.ts +5 -5
  126. three/src/nodes/core/ContextNode.d.ts +24 -12
  127. three/src/nodes/core/IndexNode.d.ts +10 -7
  128. three/src/nodes/core/InspectorNode.d.ts +16 -0
  129. three/src/nodes/core/IsolateNode.d.ts +36 -0
  130. three/src/nodes/core/MRTNode.d.ts +3 -4
  131. three/src/nodes/core/Node.d.ts +18 -2
  132. three/src/nodes/core/NodeUtils.d.ts +0 -10
  133. three/src/nodes/core/OutputStructNode.d.ts +1 -2
  134. three/src/nodes/core/ParameterNode.d.ts +1 -2
  135. three/src/nodes/core/PropertyNode.d.ts +30 -31
  136. three/src/nodes/core/StackNode.d.ts +1 -4
  137. three/src/nodes/core/StructNode.d.ts +3 -4
  138. three/src/nodes/core/SubBuildNode.d.ts +1 -2
  139. three/src/nodes/core/UniformNode.d.ts +3 -6
  140. three/src/nodes/core/VarNode.d.ts +12 -8
  141. three/src/nodes/core/VaryingNode.d.ts +12 -10
  142. three/src/nodes/display/BlendModes.d.ts +11 -12
  143. three/src/nodes/display/BumpMapNode.d.ts +1 -2
  144. three/src/nodes/display/ColorAdjustment.d.ts +7 -8
  145. three/src/nodes/display/ColorSpaceFunctions.d.ts +2 -3
  146. three/src/nodes/display/ColorSpaceNode.d.ts +19 -9
  147. three/src/nodes/display/FrontFacingNode.d.ts +3 -4
  148. three/src/nodes/display/NormalMapNode.d.ts +1 -2
  149. three/src/nodes/display/PassNode.d.ts +20 -11
  150. three/src/nodes/display/PosterizeNode.d.ts +1 -2
  151. three/src/nodes/display/RenderOutputNode.d.ts +11 -6
  152. three/src/nodes/display/ScreenNode.d.ts +9 -10
  153. three/src/nodes/display/ToneMappingFunctions.d.ts +6 -7
  154. three/src/nodes/display/ToneMappingNode.d.ts +9 -8
  155. three/src/nodes/display/ToonOutlinePassNode.d.ts +1 -2
  156. three/src/nodes/display/ViewportDepthNode.d.ts +3 -4
  157. three/src/nodes/display/ViewportDepthTextureNode.d.ts +1 -2
  158. three/src/nodes/display/ViewportSharedTextureNode.d.ts +1 -2
  159. three/src/nodes/display/ViewportTextureNode.d.ts +2 -3
  160. three/src/nodes/fog/Fog.d.ts +5 -6
  161. three/src/nodes/functions/BSDF/BRDF_GGX.d.ts +4 -5
  162. three/src/nodes/functions/BSDF/BRDF_GGX_Multiscatter.d.ts +14 -0
  163. three/src/nodes/functions/BSDF/BRDF_Lambert.d.ts +1 -2
  164. three/src/nodes/functions/BSDF/BRDF_Sheen.d.ts +1 -2
  165. three/src/nodes/functions/BSDF/DFGApprox.d.ts +1 -2
  166. three/src/nodes/functions/BSDF/D_GGX.d.ts +1 -2
  167. three/src/nodes/functions/BSDF/D_GGX_Anisotropic.d.ts +1 -2
  168. three/src/nodes/functions/BSDF/F_Schlick.d.ts +1 -2
  169. three/src/nodes/functions/BSDF/Schlick_to_F0.d.ts +1 -2
  170. three/src/nodes/functions/BSDF/V_GGX_SmithCorrelated.d.ts +1 -2
  171. three/src/nodes/functions/BSDF/V_GGX_SmithCorrelated_Anisotropic.d.ts +1 -2
  172. three/src/nodes/functions/ShadowMaskModel.d.ts +1 -2
  173. three/src/nodes/functions/material/getAlphaHashThreshold.d.ts +1 -2
  174. three/src/nodes/functions/material/getGeometryRoughness.d.ts +1 -2
  175. three/src/nodes/functions/material/getParallaxCorrectNormal.d.ts +1 -2
  176. three/src/nodes/functions/material/getRoughness.d.ts +1 -2
  177. three/src/nodes/functions/material/getShIrradianceAt.d.ts +1 -2
  178. three/src/nodes/geometry/RangeNode.d.ts +1 -2
  179. three/src/nodes/gpgpu/AtomicFunctionNode.d.ts +10 -11
  180. three/src/nodes/gpgpu/BarrierNode.d.ts +3 -4
  181. three/src/nodes/gpgpu/ComputeBuiltinNode.d.ts +5 -6
  182. three/src/nodes/gpgpu/ComputeNode.d.ts +21 -13
  183. three/src/nodes/gpgpu/SubgroupFunctionNode.d.ts +25 -26
  184. three/src/nodes/gpgpu/WorkgroupInfoNode.d.ts +1 -2
  185. three/src/nodes/lighting/AnalyticLightNode.d.ts +1 -2
  186. three/src/nodes/lighting/LightUtils.d.ts +1 -2
  187. three/src/nodes/lighting/LightingContextNode.d.ts +1 -2
  188. three/src/nodes/lighting/LightsNode.d.ts +1 -2
  189. three/src/nodes/lighting/PointLightNode.d.ts +5 -6
  190. three/src/nodes/lighting/PointShadowNode.d.ts +4 -5
  191. three/src/nodes/lighting/ShadowBaseNode.d.ts +1 -2
  192. three/src/nodes/lighting/ShadowFilterNode.d.ts +4 -5
  193. three/src/nodes/lighting/ShadowNode.d.ts +1 -2
  194. three/src/nodes/lighting/SpotLightNode.d.ts +1 -2
  195. three/src/nodes/materialx/MaterialXNodes.d.ts +41 -42
  196. three/src/nodes/materialx/lib/mx_hsv.d.ts +2 -3
  197. three/src/nodes/materialx/lib/mx_noise.d.ts +73 -74
  198. three/src/nodes/materialx/lib/mx_transform_color.d.ts +1 -2
  199. three/src/nodes/math/BitcastNode.d.ts +5 -6
  200. three/src/nodes/math/ConditionalNode.d.ts +11 -5
  201. three/src/nodes/math/Hash.d.ts +1 -2
  202. three/src/nodes/math/MathNode.d.ts +223 -77
  203. three/src/nodes/math/OperatorNode.d.ts +203 -59
  204. three/src/nodes/math/TriNoise3D.d.ts +3 -4
  205. three/src/nodes/pmrem/PMREMNode.d.ts +1 -2
  206. three/src/nodes/pmrem/PMREMUtils.d.ts +3 -4
  207. three/src/nodes/procedural/Checker.d.ts +1 -2
  208. three/src/nodes/shapes/Shapes.d.ts +1 -2
  209. three/src/nodes/tsl/TSLBase.d.ts +2 -1
  210. three/src/nodes/tsl/TSLCore.d.ts +235 -128
  211. three/src/nodes/utils/CubeMapNode.d.ts +1 -2
  212. three/src/nodes/utils/DebugNode.d.ts +9 -5
  213. three/src/nodes/utils/Discard.d.ts +6 -6
  214. three/src/nodes/utils/EquirectUV.d.ts +1 -2
  215. three/src/nodes/utils/EventNode.d.ts +8 -3
  216. three/src/nodes/utils/FunctionOverloadingNode.d.ts +1 -2
  217. three/src/nodes/utils/LoopNode.d.ts +7 -6
  218. three/src/nodes/utils/MatcapUV.d.ts +1 -2
  219. three/src/nodes/utils/MaxMipLevelNode.d.ts +1 -2
  220. three/src/nodes/utils/Oscillators.d.ts +4 -5
  221. three/src/nodes/utils/Packing.d.ts +2 -3
  222. three/src/nodes/utils/PostProcessingUtils.d.ts +5 -4
  223. three/src/nodes/utils/RTTNode.d.ts +2 -3
  224. three/src/nodes/utils/ReflectorNode.d.ts +2 -3
  225. three/src/nodes/utils/RemapNode.d.ts +29 -7
  226. three/src/nodes/utils/RotateNode.d.ts +1 -2
  227. three/src/nodes/utils/SampleNode.d.ts +1 -2
  228. three/src/nodes/utils/SpriteSheetUVNode.d.ts +1 -2
  229. three/src/nodes/utils/SpriteUtils.d.ts +1 -2
  230. three/src/nodes/utils/StorageArrayElementNode.d.ts +1 -2
  231. three/src/nodes/utils/Timer.d.ts +3 -4
  232. three/src/nodes/utils/TriplanarTextures.d.ts +2 -3
  233. three/src/nodes/utils/UVUtils.d.ts +2 -3
  234. three/src/nodes/utils/ViewportUtils.d.ts +1 -2
  235. three/src/renderers/common/Animation.d.ts +4 -1
  236. three/src/renderers/common/Bindings.d.ts +12 -0
  237. three/src/renderers/common/CanvasTarget.d.ts +142 -0
  238. three/src/renderers/common/Geometries.d.ts +1 -0
  239. three/src/renderers/common/InspectorBase.d.ts +105 -0
  240. three/src/renderers/common/PostProcessing.d.ts +3 -0
  241. three/src/renderers/common/QuadMesh.d.ts +3 -0
  242. three/src/renderers/common/RenderContexts.d.ts +3 -1
  243. three/src/renderers/common/Renderer.d.ts +124 -36
  244. three/src/renderers/common/SampledTexture.d.ts +2 -0
  245. three/src/renderers/common/Sampler.d.ts +2 -0
  246. three/src/renderers/common/Textures.d.ts +20 -0
  247. three/src/renderers/common/TimestampQueryPool.d.ts +24 -1
  248. three/src/renderers/common/extras/PMREMGenerator.d.ts +19 -1
  249. three/src/renderers/common/nodes/NodeLibrary.d.ts +3 -7
  250. three/src/renderers/common/nodes/Nodes.d.ts +13 -14
  251. three/src/renderers/webgpu/utils/WebGPUConstants.d.ts +5 -0
  252. three/src/scenes/Scene.d.ts +2 -2
  253. three/src/textures/CanvasTexture.d.ts +3 -3
  254. three/src/textures/CompressedArrayTexture.d.ts +6 -9
  255. three/src/textures/CompressedCubeTexture.d.ts +3 -3
  256. three/src/textures/CompressedTexture.d.ts +6 -8
  257. three/src/textures/CubeTexture.d.ts +4 -11
  258. three/src/textures/Data3DTexture.d.ts +5 -10
  259. three/src/textures/DataArrayTexture.d.ts +10 -10
  260. three/src/textures/DataTexture.d.ts +4 -11
  261. three/src/textures/DepthTexture.d.ts +7 -8
  262. three/src/textures/ExternalTexture.d.ts +3 -1
  263. three/src/textures/FramebufferTexture.d.ts +6 -1
  264. three/src/textures/Source.d.ts +3 -3
  265. three/src/textures/Texture.d.ts +8 -8
  266. three/src/textures/VideoFrameTexture.d.ts +1 -1
  267. three/src/textures/VideoTexture.d.ts +2 -2
  268. three/src/utils.d.ts +18 -2
  269. three/src/nodes/core/CacheNode.d.ts +0 -21
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Camera, Node, Object3D, Scene, TempNode, TextureNode, UniformNode } from "three/webgpu";
3
2
 
4
3
  export interface OutlineNodeParams {
@@ -12,21 +11,21 @@ declare class OutlineNode extends TempNode {
12
11
  scene: Scene;
13
12
  camera: Camera;
14
13
  selectedObjects: Object3D[];
15
- edgeThicknessNode: ShaderNodeObject<UniformNode<number>>;
16
- edgeGlowNode: ShaderNodeObject<UniformNode<number>>;
14
+ edgeThicknessNode: UniformNode<number>;
15
+ edgeGlowNode: UniformNode<number>;
17
16
  downSampleRatio: number;
18
17
 
19
18
  constructor(scene: Scene, camera: Camera, params?: OutlineNodeParams);
20
19
 
21
- get visibleEdge(): ShaderNodeObject<Node>;
20
+ get visibleEdge(): Node;
22
21
 
23
- get hiddenEdge(): ShaderNodeObject<Node>;
22
+ get hiddenEdge(): Node;
24
23
 
25
- getTextureNode(): ShaderNodeObject<TextureNode>;
24
+ getTextureNode(): TextureNode;
26
25
 
27
26
  setSize(width: number, height: number): void;
28
27
  }
29
28
 
30
29
  export default OutlineNode;
31
30
 
32
- export const outline: (scene: Scene, camera: Camera, params?: OutlineNodeParams) => ShaderNodeObject<OutlineNode>;
31
+ export const outline: (scene: Scene, camera: Camera, params?: OutlineNodeParams) => OutlineNode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Camera, Scene } from "three/webgpu";
3
2
  import StereoCompositePassNode from "./StereoCompositePassNode.js";
4
3
 
@@ -10,4 +9,4 @@ declare class ParallaxBarrierPassNode extends StereoCompositePassNode {
10
9
 
11
10
  export default ParallaxBarrierPassNode;
12
11
 
13
- export const parallaxBarrierPass: (scene: Scene, camera: Camera) => ShaderNodeObject<ParallaxBarrierPassNode>;
12
+ export const parallaxBarrierPass: (scene: Scene, camera: Camera) => ParallaxBarrierPassNode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Camera, PassNode, Scene, UniformNode } from "three/webgpu";
3
2
 
4
3
  declare class PixelationPassNode extends PassNode {
@@ -23,6 +22,6 @@ export const pixelationPass: (
23
22
  pixelSize: UniformNode<number>,
24
23
  normalEdgeStrength: UniformNode<number>,
25
24
  depthEdgeStrength: UniformNode<number>,
26
- ) => ShaderNodeObject<PixelationPassNode>;
25
+ ) => PixelationPassNode;
27
26
 
28
27
  export default PixelationPassNode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Node, TempNode, TextureNode, UniformNode } from "three/webgpu";
3
2
 
4
3
  export default class RGBShiftNode extends TempNode {
@@ -13,4 +12,4 @@ export default class RGBShiftNode extends TempNode {
13
12
  setSize(width: number, height: number): void;
14
13
  }
15
14
 
16
- export const rgbShift: (node: Node, amount?: number, angle?: number) => ShaderNodeObject<RGBShiftNode>;
15
+ export const rgbShift: (node: Node, amount?: number, angle?: number) => RGBShiftNode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Node, TempNode, TextureNode } from "three/webgpu";
3
2
 
4
3
  declare class SMAANode extends TempNode {
@@ -15,4 +14,4 @@ declare class SMAANode extends TempNode {
15
14
  getSearchTexture(): string;
16
15
  }
17
16
 
18
- export const smaa: (node: Node) => ShaderNodeObject<SMAANode>;
17
+ export const smaa: (node: Node) => SMAANode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Camera, Color, PassNode, RenderTarget, Scene, UniformNode } from "three/webgpu";
3
2
 
4
3
  declare class SSAAPassNode extends PassNode {
@@ -18,4 +17,4 @@ declare class SSAAPassNode extends PassNode {
18
17
 
19
18
  export default SSAAPassNode;
20
19
 
21
- export const ssaaPass: (scene: Scene, camera: Camera) => ShaderNodeObject<SSAAPassNode>;
20
+ export const ssaaPass: (scene: Scene, camera: Camera) => SSAAPassNode;
@@ -0,0 +1,30 @@
1
+ import { Node, PerspectiveCamera, TempNode, UniformNode } from "three/webgpu";
2
+
3
+ declare class SSGINode extends TempNode {
4
+ beautyNode: Node;
5
+ depthNode: Node;
6
+ normalNode: Node;
7
+
8
+ sliceCount: UniformNode<number>;
9
+ stepCount: UniformNode<number>;
10
+ aoIntensity: UniformNode<number>;
11
+ giIntensity: UniformNode<number>;
12
+ radius: UniformNode<number>;
13
+ useScreenSpaceSampling: UniformNode<boolean>;
14
+ expFactor: UniformNode<number>;
15
+ thickness: UniformNode<number>;
16
+ useLinearThickness: UniformNode<boolean>;
17
+ backfaceLighting: UniformNode<number>;
18
+ useTemporalFiltering: boolean;
19
+
20
+ constructor(beautyNode: Node, depthNode: Node, normalNode: Node, camera: PerspectiveCamera);
21
+ }
22
+
23
+ export default SSGINode;
24
+
25
+ export const ssgi: (
26
+ beautyNode: Node,
27
+ depthNode: Node,
28
+ normalNode: Node,
29
+ camera: PerspectiveCamera,
30
+ ) => SSGINode;
@@ -1,12 +1,11 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Camera, Node, TempNode, TextureNode, UniformNode } from "three/webgpu";
3
2
 
4
3
  declare class SSRNode extends TempNode {
5
- colorNode: ShaderNodeObject<Node>;
6
- depthNode: ShaderNodeObject<Node>;
7
- normalNode: ShaderNodeObject<Node>;
8
- metalnessNode: ShaderNodeObject<Node>;
9
- roughnessNode: ShaderNodeObject<Node> | null;
4
+ colorNode: Node;
5
+ depthNode: Node;
6
+ normalNode: Node;
7
+ metalnessNode: Node;
8
+ roughnessNode: Node | null;
10
9
  camera: Camera | null;
11
10
 
12
11
  resolutionScale: number;
@@ -18,15 +17,15 @@ declare class SSRNode extends TempNode {
18
17
  blurQuality: UniformNode<number>;
19
18
 
20
19
  constructor(
21
- colorNode: ShaderNodeObject<Node>,
22
- depthNode: ShaderNodeObject<Node>,
23
- normalNode: ShaderNodeObject<Node>,
24
- metalnessNode: ShaderNodeObject<Node>,
25
- roughnessNode?: ShaderNodeObject<Node> | null,
20
+ colorNode: Node,
21
+ depthNode: Node,
22
+ normalNode: Node,
23
+ metalnessNode: Node,
24
+ roughnessNode?: Node | null,
26
25
  camera?: Camera | null,
27
26
  );
28
27
 
29
- getTextureNode(): ShaderNodeObject<TextureNode>;
28
+ getTextureNode(): TextureNode;
30
29
 
31
30
  setSize(width: number, height: number): void;
32
31
  }
@@ -40,4 +39,4 @@ export const ssr: (
40
39
  metalnessNode: Node,
41
40
  roughnessNode?: Node | null,
42
41
  camera?: Camera | null,
43
- ) => ShaderNodeObject<SSRNode>;
42
+ ) => SSRNode;
@@ -0,0 +1,18 @@
1
+ import { Camera, DirectionalLight, TempNode, TextureNode, UniformNode } from "three/webgpu";
2
+
3
+ declare class SSSNode extends TempNode {
4
+ depthNode: TextureNode;
5
+
6
+ maxDistance: UniformNode<number>;
7
+ thickness: UniformNode<number>;
8
+ shadowIntensity: UniformNode<number>;
9
+ quality: UniformNode<number>;
10
+ resolutionScale: number;
11
+ useTemporalFiltering: boolean;
12
+
13
+ constructor(depthNode: TextureNode, camera: Camera, mainLight: DirectionalLight);
14
+ }
15
+
16
+ export default SSSNode;
17
+
18
+ export const sss: (depthNode: TextureNode, camera: Camera, mainLight: DirectionalLight) => SSSNode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Node } from "three/webgpu";
3
2
 
4
- export const sepia: (color: Node) => ShaderNodeObject<Node>;
3
+ export const sepia: (color: Node) => Node;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Node, TempNode, TextureNode } from "three/webgpu";
3
2
 
4
3
  declare class SobelOperatorNode extends TempNode {
@@ -9,4 +8,4 @@ declare class SobelOperatorNode extends TempNode {
9
8
 
10
9
  export default SobelOperatorNode;
11
10
 
12
- export const sobel: (node: Node) => ShaderNodeObject<SobelOperatorNode>;
11
+ export const sobel: (node: Node) => SobelOperatorNode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Camera, PassNode, Scene, StereoCamera } from "three/webgpu";
3
2
 
4
3
  declare class StereoPassNode extends PassNode {
@@ -11,4 +10,4 @@ declare class StereoPassNode extends PassNode {
11
10
 
12
11
  export default StereoPassNode;
13
12
 
14
- export const stereoPass: (scene: Scene, camera: Camera) => ShaderNodeObject<StereoPassNode>;
13
+ export const stereoPass: (scene: Scene, camera: Camera) => StereoPassNode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Camera, Node, TempNode, TextureNode } from "three/webgpu";
3
2
 
4
3
  declare class TRAANode extends TempNode {
@@ -19,4 +18,4 @@ export const traa: (
19
18
  depthNode: TextureNode,
20
19
  velocityNode: TextureNode,
21
20
  camera: Camera,
22
- ) => ShaderNodeObject<TRAANode>;
21
+ ) => TRAANode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Node, TempNode, TextureNode, UniformNode } from "three/webgpu";
3
2
 
4
3
  declare class TransitionNode extends TempNode {
@@ -29,4 +28,4 @@ export const transition: (
29
28
  mixRatio: UniformNode<number>,
30
29
  threshold: UniformNode<number>,
31
30
  useTexture: UniformNode<number>,
32
- ) => ShaderNodeObject<TransitionNode>;
31
+ ) => TransitionNode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Node } from "three/webgpu";
3
2
 
4
3
  export interface BoxBlurOptions {
@@ -8,4 +7,4 @@ export interface BoxBlurOptions {
8
7
  premultipliedAlpha?: boolean | undefined;
9
8
  }
10
9
 
11
- export const boxBlur: (textureNode: Node, options?: BoxBlurOptions) => ShaderNodeObject<Node>;
10
+ export const boxBlur: (textureNode: Node, options?: BoxBlurOptions) => Node;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Node } from "three/webgpu";
3
2
 
4
3
  interface HashBlurOptions {
@@ -11,4 +10,4 @@ export const hashBlur: (
11
10
  textureNode: Node,
12
11
  bluramount?: Node | number,
13
12
  options?: HashBlurOptions,
14
- ) => ShaderNodeObject<Node>;
13
+ ) => Node;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { LightsNode, Node } from "three/webgpu";
3
2
 
4
3
  export const circleIntersectsAABB: (
@@ -6,18 +5,18 @@ export const circleIntersectsAABB: (
6
5
  radius: Node,
7
6
  minBounds: Node,
8
7
  maxBounds: Node,
9
- ) => ShaderNodeObject<Node>;
8
+ ) => Node;
10
9
 
11
10
  declare class TiledLightsNode extends LightsNode {
12
11
  constructor(maxLights?: number, tileSize?: number);
13
12
 
14
13
  updateLightsTexture(): void;
15
14
 
16
- getBlock(block?: number): ShaderNodeObject<Node>;
15
+ getBlock(block?: number): Node;
17
16
 
18
17
  setSize(width: number, height: number): this;
19
18
  }
20
19
 
21
20
  export default TiledLightsNode;
22
21
 
23
- export const tiledLights: (maxLights?: number, tileSize?: number) => ShaderNodeObject<TiledLightsNode>;
22
+ export const tiledLights: (maxLights?: number, tileSize?: number) => TiledLightsNode;
@@ -1,4 +1,3 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { Node } from "three/webgpu";
3
2
 
4
- export const bayer16: (uv: Node) => ShaderNodeObject<Node>;
3
+ export const bayer16: (uv: Node) => Node;
@@ -1,9 +1,8 @@
1
- import { ShaderNodeObject } from "three/tsl";
2
1
  import { FunctionNode, Node } from "three/webgpu";
3
2
 
4
3
  export const RaymarchingBox: (
5
4
  steps: number | Node,
6
5
  callback:
7
- | ((params: { positionRay: ShaderNodeObject<Node> }) => void)
8
- | FunctionNode<{ positionRay: ShaderNodeObject<Node> }>,
6
+ | ((params: { positionRay: Node }) => void)
7
+ | FunctionNode<{ positionRay: Node }>,
9
8
  ) => void;
three/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@types/three",
3
- "version": "0.180.0",
3
+ "version": "0.181.0",
4
4
  "description": "TypeScript definitions for three",
5
5
  "homepage": "https://github.com/DefinitelyTyped/DefinitelyTyped/tree/master/types/three",
6
6
  "license": "MIT",
@@ -49,6 +49,6 @@
49
49
  "meshoptimizer": "~0.22.0"
50
50
  },
51
51
  "peerDependencies": {},
52
- "typesPublisherContentHash": "b06ef6e25296a342a8cb4449c825b5786ae345270e744fa27908d1cb8d51f547",
52
+ "typesPublisherContentHash": "d4f610987bd76c1162c3a6a2221b72979499c9bc94a8d25712df1534d6b1bb87",
53
53
  "typeScriptVersion": "5.2"
54
54
  }
three/src/Three.Core.d.ts CHANGED
@@ -160,4 +160,4 @@ export * from "./textures/Source.js";
160
160
  export * from "./textures/Texture.js";
161
161
  export * from "./textures/VideoFrameTexture.js";
162
162
  export * from "./textures/VideoTexture.js";
163
- export { createCanvasElement } from "./utils.js";
163
+ export { createCanvasElement, error, getConsoleFunction, log, setConsoleFunction, warn, warnOnce } from "./utils.js";
three/src/Three.TSL.d.ts CHANGED
@@ -24,6 +24,8 @@ export const PCFShadowFilter: typeof TSL.PCFShadowFilter;
24
24
  export const PCFSoftShadowFilter: typeof TSL.PCFSoftShadowFilter;
25
25
  export const PI: typeof TSL.PI;
26
26
  export const PI2: typeof TSL.PI2;
27
+ export const TWO_PI: typeof TSL.TWO_PI;
28
+ export const HALF_PI: typeof TSL.HALF_PI;
27
29
  export const PointShadowFilter: typeof TSL.PointShadowFilter;
28
30
  export const Return: typeof TSL.Return;
29
31
  export const Schlick_to_F0: typeof TSL.Schlick_to_F0;
@@ -196,6 +198,7 @@ export const getDirection: typeof TSL.getDirection;
196
198
  export const getDistanceAttenuation: typeof TSL.getDistanceAttenuation;
197
199
  export const getGeometryRoughness: typeof TSL.getGeometryRoughness;
198
200
  export const getNormalFromDepth: typeof TSL.getNormalFromDepth;
201
+ export const interleavedGradientNoise: typeof TSL.interleavedGradientNoise;
199
202
  export const getParallaxCorrectNormal: typeof TSL.getParallaxCorrectNormal;
200
203
  export const getRoughness: typeof TSL.getRoughness;
201
204
  export const getScreenPosition: typeof TSL.getScreenPosition;
@@ -396,6 +399,8 @@ export const objectRadius: typeof TSL.objectRadius;
396
399
  export const objectScale: typeof TSL.objectScale;
397
400
  export const objectViewPosition: typeof TSL.objectViewPosition;
398
401
  export const objectWorldMatrix: typeof TSL.objectWorldMatrix;
402
+ export const OnBeforeObjectUpdate: typeof TSL.OnBeforeObjectUpdate;
403
+ export const OnBeforeMaterialUpdate: typeof TSL.OnBeforeMaterialUpdate;
399
404
  export const OnObjectUpdate: typeof TSL.OnObjectUpdate;
400
405
  export const OnMaterialUpdate: typeof TSL.OnMaterialUpdate;
401
406
  export const oneMinus: typeof TSL.oneMinus;
@@ -547,6 +552,7 @@ export const textureBicubicLevel: typeof TSL.textureBicubicLevel;
547
552
  export const textureCubeUV: typeof TSL.textureCubeUV;
548
553
  export const textureLoad: typeof TSL.textureLoad;
549
554
  export const textureSize: typeof TSL.textureSize;
555
+ export const textureLevel: typeof TSL.textureLevel;
550
556
  export const textureStore: typeof TSL.textureStore;
551
557
  export const thickness: typeof TSL.thickness;
552
558
  export const time: typeof TSL.time;
@@ -612,4 +618,4 @@ export const workgroupId: typeof TSL.workgroupId;
612
618
  export const workingToColorSpace: typeof TSL.workingToColorSpace;
613
619
  export const xor: typeof TSL.xor;
614
620
 
615
- export type { ProxiedObject, ShaderNodeObject, Swizzable } from "./nodes/TSL.js";
621
+ export type { ProxiedObject, Swizzable } from "./nodes/TSL.js";
@@ -16,6 +16,8 @@ export { default as NodeLoader } from "./loaders/nodes/NodeLoader.js";
16
16
  export { default as NodeMaterialLoader } from "./loaders/nodes/NodeMaterialLoader.js";
17
17
  export { default as NodeObjectLoader } from "./loaders/nodes/NodeObjectLoader.js";
18
18
  export * from "./nodes/Nodes.js";
19
+ export { default as CanvasTarget } from "./renderers/common/CanvasTarget.js";
20
+ export { default as InspectorBase } from "./renderers/common/InspectorBase.js";
19
21
  import * as TSL from "./nodes/TSL.js";
20
22
  export { TSL };
21
23
  export { ClippingGroup } from "./objects/ClippingGroup.js";
@@ -16,6 +16,8 @@ export { default as NodeLoader } from "./loaders/nodes/NodeLoader.js";
16
16
  export { default as NodeMaterialLoader } from "./loaders/nodes/NodeMaterialLoader.js";
17
17
  export { default as NodeObjectLoader } from "./loaders/nodes/NodeObjectLoader.js";
18
18
  export * from "./nodes/Nodes.js";
19
+ export { default as CanvasTarget } from "./renderers/common/CanvasTarget.js";
20
+ export { default as InspectorBase } from "./renderers/common/InspectorBase.js";
19
21
  import * as TSL from "./nodes/TSL.js";
20
22
  export { TSL };
21
23
  export { ClippingGroup } from "./objects/ClippingGroup.js";
@@ -74,7 +74,7 @@ export class AnimationMixer extends EventDispatcher<AnimationMixerEventMap> {
74
74
  /**
75
75
  * Deactivates all previously scheduled actions on this mixer.
76
76
  *
77
- * @return {AnimationMixer} A reference to thi animation mixer.
77
+ * @return {AnimationMixer} A reference to this animation mixer.
78
78
  */
79
79
  stopAllAction(): AnimationMixer;
80
80
  /**
@@ -84,7 +84,7 @@ export class AnimationMixer extends EventDispatcher<AnimationMixerEventMap> {
84
84
  * time from {@link Clock} or {@link Timer}.
85
85
  *
86
86
  * @param {number} deltaTime - The delta time in seconds.
87
- * @return {AnimationMixer} A reference to thi animation mixer.
87
+ * @return {AnimationMixer} A reference to this animation mixer.
88
88
  */
89
89
  update(deltaTime: number): AnimationMixer;
90
90
  /**
@@ -94,7 +94,7 @@ export class AnimationMixer extends EventDispatcher<AnimationMixerEventMap> {
94
94
  * input parameter will be scaled by {@link AnimationMixer#timeScale}
95
95
  *
96
96
  * @param {number} time - The time to set in seconds.
97
- * @return {AnimationMixer} A reference to thi animation mixer.
97
+ * @return {AnimationMixer} A reference to this animation mixer.
98
98
  */
99
99
  setTime(time: number): AnimationMixer;
100
100
  /**
@@ -10,7 +10,6 @@ import { Light } from "./Light.js";
10
10
  * This light will behave as though it is infinitely far away and the rays produced from it are all parallel
11
11
  * The common use case for this is to simulate daylight; the sun is far enough away that its position can be considered to be infinite, and all light rays coming from it are parallel.
12
12
  * A common point of confusion for directional lights is that setting the rotation has no effect
13
- * @remarks
14
13
  * This is because three.js's {@link DirectionalLight} is the equivalent to what is often called a 'Target Direct Light' in other applications.
15
14
  * This means that its direction is calculated as pointing from the light's {@link THREE.Object3D.position | position} to the {@link THREE.DirectionalLight.target | target}'s
16
15
  * position (as opposed to a 'Free Direct Light' that just has a rotation component).
@@ -23,9 +23,9 @@ export class ObjectLoader extends Loader<Object3D> {
23
23
  parseGeometries(json: unknown): { [key: string]: InstancedBufferGeometry | BufferGeometry };
24
24
  parseMaterials(json: unknown, textures: { [key: string]: Texture }): { [key: string]: Material };
25
25
  parseAnimations(json: unknown): { [key: string]: AnimationClip };
26
- parseImages(json: unknown, onLoad?: () => void): { [key: string]: Source };
27
- parseImagesAsync(json: unknown): Promise<{ [key: string]: Source }>;
28
- parseTextures(json: unknown, images: { [key: string]: Source }): { [key: string]: Texture };
26
+ parseImages(json: unknown, onLoad?: () => void): { [key: string]: Source<unknown> };
27
+ parseImagesAsync(json: unknown): Promise<{ [key: string]: Source<unknown> }>;
28
+ parseTextures(json: unknown, images: { [key: string]: Source<unknown> }): { [key: string]: Texture };
29
29
  parseObject(
30
30
  data: unknown,
31
31
  geometries: { [key: string]: InstancedBufferGeometry | BufferGeometry },
@@ -6,13 +6,13 @@ import { LoadingManager } from "./LoadingManager.js";
6
6
  * Class for loading a texture.
7
7
  * Unlike other loaders, this one emits events instead of using predefined callbacks. So if you're interested in getting notified when things happen, you need to add listeners to the object.
8
8
  */
9
- export class TextureLoader extends Loader<Texture> {
9
+ export class TextureLoader extends Loader<Texture<HTMLImageElement>> {
10
10
  constructor(manager?: LoadingManager);
11
11
 
12
12
  load(
13
13
  url: string,
14
- onLoad?: (data: Texture) => void,
14
+ onLoad?: (data: Texture<HTMLImageElement>) => void,
15
15
  onProgress?: (event: ProgressEvent) => void,
16
16
  onError?: (err: unknown) => void,
17
- ): Texture;
17
+ ): Texture<HTMLImageElement>;
18
18
  }
@@ -541,7 +541,7 @@ export class Material extends EventDispatcher<{ dispose: {} }> {
541
541
  * The type property is used for detecting the object type
542
542
  * in context of serialization/deserialization.
543
543
  */
544
- readonly type: string;
544
+ type: string;
545
545
  /**
546
546
  * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
547
547
  *
@@ -575,7 +575,7 @@ export class Material extends EventDispatcher<{ dispose: {} }> {
575
575
  *
576
576
  * This method can only be used when rendering with {@link WebGLRenderer}. The
577
577
  * recommended approach when customizing materials is to use `WebGPURenderer` with the new
578
- * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
578
+ * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
579
579
  *
580
580
  * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
581
581
  * @param {WebGLRenderer} renderer - A reference to the renderer.
@@ -241,7 +241,7 @@ export interface MeshLambertMaterialParameters
241
241
  /**
242
242
  * A material for non-shiny surfaces, without specular highlights.
243
243
  *
244
- * The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
244
+ * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
245
245
  * model for calculating reflectance. This can simulate some surfaces (such
246
246
  * as untreated wood or stone) well, but cannot simulate shiny surfaces with
247
247
  * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
@@ -103,6 +103,20 @@ export interface MeshMatcapMaterialProperties extends MaterialProperties {
103
103
  * @default null
104
104
  */
105
105
  alphaMap: Texture | null;
106
+ /**
107
+ * Renders the geometry as a wireframe.
108
+ *
109
+ * @default false
110
+ */
111
+ wireframe: boolean;
112
+ /**
113
+ * Controls the thickness of the wireframe.
114
+ *
115
+ * Can only be used with {@link SVGRenderer}.
116
+ *
117
+ * @default 1
118
+ */
119
+ wireframeLinewidth: number;
106
120
  /**
107
121
  * Whether the material is rendered with flat shading or not.
108
122
  *
@@ -255,7 +255,7 @@ export interface MeshPhongMaterialParameters
255
255
  /**
256
256
  * A material for shiny surfaces with specular highlights.
257
257
  *
258
- * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model}
258
+ * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
259
259
  * model for calculating reflectance. Unlike the Lambertian model used in the
260
260
  * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
261
261
  * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
@@ -195,7 +195,7 @@ export interface MeshPhysicalMaterialProperties extends MeshStandardMaterialProp
195
195
  specularColorMap: Texture | null;
196
196
  set anisotropy(value: number);
197
197
  /**
198
- * The anisotropy strength.
198
+ * The anisotropy strength, from `0.0` to `1.0`.
199
199
  *
200
200
  * @default 0
201
201
  */
@@ -249,9 +249,9 @@ export interface MeshStandardMaterialParameters
249
249
  * A standard physically based material, using Metallic-Roughness workflow.
250
250
  *
251
251
  * Physically based rendering (PBR) has recently become the standard in many
252
- * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/},
253
- * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and
254
- * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}.
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+ * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
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+ * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
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+ * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
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  *
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  * This approach differs from older approaches in that instead of using
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  * approximations for the way in which light interacts with a surface, a
@@ -267,13 +267,13 @@ export interface MeshStandardMaterialParameters
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  * Note that for best results you should always specify an environment map when using this material.
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  *
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  * For a non-technical introduction to the concept of PBR and how to set up a
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- * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}:
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+ * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
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  *
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- * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/}
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- * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/}
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+ * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
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+ * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
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  *
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  * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
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- * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf}
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+ * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
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  * (pdf), by Brent Burley.
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  */
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  export class MeshStandardMaterial extends Material {
@@ -33,7 +33,7 @@ export interface PointsMaterialProperties extends MaterialProperties {
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  /**
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  * Defines the size of the points in pixels.
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  *
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- * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete}.
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+ * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
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  *
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  * @default 1
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  */
@@ -130,7 +130,7 @@ export interface ShaderMaterialProperties extends MaterialProperties {
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  uv1: [number, number];
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  };
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  /**
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- * If set, this calls [gl.bindAttribLocation]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation}
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+ * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
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  * to bind a generic vertex index to an attribute variable.
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  *
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  * @default undefined
@@ -209,7 +209,7 @@ export interface ShaderMaterialJSON extends MaterialJSON {
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  * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
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  * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
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  * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
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- * - The loop has to be [normalized]{@link https://en.wikipedia.org/wiki/Normalized_loop}.
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+ * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
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  * - The loop variable has to be *i*.
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  * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
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  * value of *i* for the given iteration and can be used in preprocessor
@@ -217,12 +217,12 @@ export interface ShaderMaterialJSON extends MaterialJSON {
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  *
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  * ```js
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  * const material = new THREE.ShaderMaterial( {
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- * uniforms: {
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- * time: { value: 1.0 },
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- * resolution: { value: new THREE.Vector2() }
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- * },
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- * vertexShader: document.getElementById( 'vertexShader' ).textContent,
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- * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
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+ * uniforms: {
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+ * time: { value: 1.0 },
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+ * resolution: { value: new THREE.Vector2() }
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+ * },
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+ * vertexShader: document.getElementById( 'vertexShader' ).textContent,
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+ * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
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  * } );
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  * ```
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  */
@@ -40,7 +40,7 @@ declare class SSSLightingModel extends PhysicalLightingModel {
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  /**
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  * Extends the default implementation with a SSS term.
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  *
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- * Reference: [Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look]{@link https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/}
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+ * Reference: [Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look](https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/)
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  *
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  * @param {Object} input - The input data.
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  * @param {NodeBuilder} builder - The current node builder.