tsl-textures 0.9.0 → 0.9.1

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "tsl-textures",
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- "version": "0.9.0",
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+ "version": "0.9.1",
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  "description": "A collection of Three.js Shading Language (TSL) textures ",
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  "main": "index.js",
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  "repository": {
package/src/polka-dots.js CHANGED
@@ -4,8 +4,8 @@
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  import { Color } from "three";
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- import { acos, add, distance, exp, float, loop, max, min, mix, mul, oneMinus, positionLocal, pow, smoothstep, tslFn, } from 'three/nodes';
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- import { mod, spherical } from 'tsl-textures/tsl-utils.js';
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+ import { acos, add, distance, exp, float, loop, max, min, mix, mod, mul, oneMinus, positionLocal, pow, smoothstep, tslFn, } from 'three/nodes';
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+ import { spherical } from 'tsl-textures/tsl-utils.js';
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@@ -4,8 +4,8 @@
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  import { Color } from "three";
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- import { abs, add, cos, floor, max, mix, mul, positionLocal, remapClamp, sign, tan, tslFn, vec3 } from 'three/nodes';
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- import { hsl, mod, noise, remapExp, toHsl } from 'tsl-textures/tsl-utils.js';
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+ import { abs, add, cos, floor, max, mix, mod, mul, positionLocal, remapClamp, sign, tan, tslFn, vec3 } from 'three/nodes';
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+ import { hsl, noise, remapExp, toHsl } from 'tsl-textures/tsl-utils.js';
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package/src/tsl-utils.js CHANGED
@@ -8,7 +8,7 @@
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- import { add, cond, cos, cross, div, float, floor, If, log2, max, min, mul, pow, remap, sin, sub, tslFn, uniform, vec3, vec4 } from 'three/nodes';
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+ import { add, cond, cos, cross, float, If, log2, max, min, mul, pow, remap, sin, sub, tslFn, uniform, vec3, vec4 } from 'three/nodes';
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  import { mx_perlin_noise_float as noise } from 'three/addons/nodes/materialx/lib/mx_noise.js';
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@@ -187,14 +187,6 @@ const applyQuaternion = tslFn( ([ vec, quat ]) => {
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  } );
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- // calculate modulo (missing in TSL?)
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- const mod = tslFn( ([ x, y ]) => {
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-
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- return sub( x, floor( div( x, y ) ).mul( y ) );
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-
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- } );
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-
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-
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  // exponential version of remap
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  const remapExp = tslFn( ([ x, fromMin, fromMax, toMin, toMax ]) => {
@@ -227,6 +219,5 @@ export
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  dynamic,
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  spherical,
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  applyEuler,
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- mod,
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  remapExp
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  };