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@@ -1,17 +1,5 @@
import TempNode from '../core/TempNode.js';
import { nodeObject, Fn, float, vec4 } from '../tsl/TSLBase.js';
import { NodeUpdateType } from '../core/constants.js';
import { uv } from '../accessors/UV.js';
import { texture } from '../accessors/TextureNode.js';
import { passTexture } from './PassNode.js';
import { uniform } from '../core/UniformNode.js';
import { sign, max } from '../math/MathNode.js';
import { convertToTexture } from '../utils/RTTNode.js';
import QuadMesh from '../../renderers/common/QuadMesh.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';

import { Vector2 } from '../../math/Vector2.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import { RenderTarget, Vector2 } from 'three';
import { TempNode, nodeObject, Fn, float, vec4, NodeUpdateType, uv, texture, passTexture, uniform, sign, max, convertToTexture, QuadMesh, NodeMaterial } from 'three/tsl';

const _size = /*@__PURE__*/ new Vector2();

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import { Fn, nodeObject, vec4 } from '../tsl/TSLBase.js';
import { Matrix3 } from '../../math/Matrix3.js';
import { uniform } from '../core/UniformNode.js';
import { uv } from '../accessors/UV.js';
import { clamp, max } from '../math/MathNode.js';
import { Matrix3 } from 'three';
import { clamp, nodeObject, Fn, vec4, uv, uniform, max, NodeMaterial } from 'three/tsl';
import StereoCompositePassNode from './StereoCompositePassNode.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';

class AnaglyphPassNode extends StereoCompositePassNode {

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import TempNode from '../core/TempNode.js';
import { nodeObject, Fn, float, vec2, vec3 } from '../tsl/TSLBase.js';
import { Loop } from '../utils/LoopNode.js';
import { uniform } from '../core/UniformNode.js';
import { NodeUpdateType } from '../core/constants.js';
import { threshold } from './ColorAdjustment.js';
import { uv } from '../accessors/UV.js';
import { passTexture } from './PassNode.js';
import { convertToTexture } from '../utils/RTTNode.js';
import QuadMesh from '../../renderers/common/QuadMesh.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';

import { Vector2 } from '../../math/Vector2.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import { RenderTarget, Vector2 } from 'three';
import { TempNode, nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, convertToTexture, QuadMesh, NodeMaterial, vec2, vec3, Loop, threshold } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();

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import { float, Fn, vec3, vec4 } from '../tsl/TSLBase.js';
import { min, max, mix } from '../math/MathNode.js';
import { luminance } from './ColorAdjustment.js';
import { float, Fn, vec3, vec4, min, max, mix, luminance } from 'three/tsl';

export const bleach = /*@__PURE__*/ Fn( ( [ color, opacity = 1 ] ) => {

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import TempNode from '../core/TempNode.js';
import { Fn, nodeObject, float, vec4, int } from '../tsl/TSLBase.js';
import { mix, smoothstep } from '../math/MathNode.js';
import { luminance } from './ColorAdjustment.js';
import { uniform } from '../core/UniformNode.js';
import { uniformArray } from '../accessors/UniformArrayNode.js';
import { uv } from '../accessors/UV.js';
import { Color } from '../../math/Color.js';
import { passTexture } from './PassNode.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import { HalfFloatType } from '../../constants.js';
import { NodeUpdateType } from '../core/constants.js';
import { Vector2 } from '../../math/Vector2.js';
import { Loop } from '../utils/LoopNode.js';
import { add } from '../math/OperatorNode.js';
import QuadMesh from '../../renderers/common/QuadMesh.js';
import { texture } from '../accessors/TextureNode.js';
import { Vector3 } from '../../math/Vector3.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
import { Color, HalfFloatType, RenderTarget, Vector2, Vector3 } from 'three';
import { TempNode, nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, QuadMesh, NodeMaterial, Loop, texture, luminance, smoothstep, mix, vec4, uniformArray, add, int } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();

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import TempNode from '../core/TempNode.js';
import { uv } from '../accessors/UV.js';
import { Fn, nodeObject, float, int, vec2, vec3, vec4, mat2, If } from '../tsl/TSLBase.js';
import { NodeUpdateType } from '../core/constants.js';
import { uniform } from '../core/UniformNode.js';
import { uniformArray } from '../accessors/UniformArrayNode.js';
import { abs, dot, sin, cos, PI, pow, max } from '../math/MathNode.js';
import { Loop } from '../utils/LoopNode.js';
import { luminance } from './ColorAdjustment.js';
import { textureSize } from '../accessors/TextureSizeNode.js';
import { convertToTexture } from '../utils/RTTNode.js';

import { Vector2 } from '../../math/Vector2.js';
import { Vector3 } from '../../math/Vector3.js';
import { Vector2, Vector3 } from 'three';
import { convertToTexture, TempNode, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, luminance, vec2, vec3, vec4, uniformArray, int, dot, max, pow, abs, If, textureSize, sin, cos, mat2, PI } from 'three/tsl';

class DenoiseNode extends TempNode {

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import TempNode from '../core/TempNode.js';
import { uv } from '../accessors/UV.js';
import { Fn, nodeObject, vec2, vec4 } from '../tsl/TSLBase.js';
import { NodeUpdateType } from '../core/constants.js';
import { uniform } from '../core/UniformNode.js';
import { clamp } from '../math/MathNode.js';
import { convertToTexture } from '../utils/RTTNode.js';
import { convertToTexture, TempNode, nodeObject, Fn, NodeUpdateType, uv, uniform, vec2, vec4, clamp } from 'three/tsl';

class DepthOfFieldNode extends TempNode {

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import TempNode from '../core/TempNode.js';
import { nodeObject, Fn, vec2, vec3, vec4 } from '../tsl/TSLBase.js';
import { uniform } from '../core/UniformNode.js';
import { uv } from '../accessors/UV.js';
import { sin, cos } from '../math/MathNode.js';
import { add } from '../math/OperatorNode.js';
import { screenSize } from './ScreenNode.js';

import { Vector2 } from '../../math/Vector2.js';
import { Vector2 } from 'three';
import { TempNode, nodeObject, Fn, uv, uniform, vec2, vec3, sin, cos, add, vec4, screenSize } from 'three/tsl';

class DotScreenNode extends TempNode {

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import TempNode from '../core/TempNode.js';
import { uv } from '../accessors/UV.js';
import { Fn, nodeObject, float, vec2, vec4, int, If } from '../tsl/TSLBase.js';
import { NodeUpdateType } from '../core/constants.js';
import { uniform } from '../core/UniformNode.js';
import { abs, max, min, mix, pow } from '../math/MathNode.js';
import { sub } from '../math/OperatorNode.js';
import { Loop, Break } from '../utils/LoopNode.js';
import { convertToTexture } from '../utils/RTTNode.js';

import { Vector2 } from '../../math/Vector2.js';
import { Vector2 } from 'three';
import { TempNode, nodeObject, Fn, float, NodeUpdateType, uv, uniform, convertToTexture, vec2, vec4, If, Loop, int, max, min, pow, mix, Break, abs, sub } from 'three/tsl';

class FXAANode extends TempNode {

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import TempNode from '../core/TempNode.js';
import { uv } from '../accessors/UV.js';
import { Fn, nodeProxy, vec4 } from '../tsl/TSLBase.js';
import { mix, fract, clamp, rand } from '../math/MathNode.js';
import { timerLocal } from '../utils/TimerNode.js';
import { TempNode, rand, Fn, fract, timerLocal, uv, clamp, mix, vec4, nodeProxy } from 'three/tsl';

class FilmNode extends TempNode {

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@@ -1,23 +1,5 @@
import TempNode from '../core/TempNode.js';
import { texture } from '../accessors/TextureNode.js';
import { textureSize } from '../accessors/TextureSizeNode.js';
import { uv } from '../accessors/UV.js';
import { nodeObject, Fn, mat3, vec2, vec3, vec4, float, int, If } from '../tsl/TSLBase.js';
import { NodeUpdateType } from '../core/constants.js';
import { uniform } from '../core/UniformNode.js';
import { DataTexture } from '../../textures/DataTexture.js';
import { Vector2 } from '../../math/Vector2.js';
import { Vector3 } from '../../math/Vector3.js';
import { PI, cos, sin, pow, clamp, abs, max, mix, sqrt, acos, dot, normalize, cross } from '../math/MathNode.js';
import { div, mul, add, sub } from '../math/OperatorNode.js';
import { Loop } from '../utils/LoopNode.js';
import { passTexture } from './PassNode.js';
import { RepeatWrapping } from '../../constants.js';
import QuadMesh from '../../renderers/common/QuadMesh.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';

import { RenderTarget } from '../../core/RenderTarget.js';
import { Color } from '../../math/Color.js';
import { Color, DataTexture, RenderTarget, RepeatWrapping, Vector2, Vector3 } from 'three';
import { QuadMesh, TempNode, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, vec2, vec3, vec4, int, dot, max, pow, abs, If, textureSize, sin, cos, PI, texture, passTexture, mat3, add, normalize, mul, cross, div, mix, sqrt, sub, acos, clamp, NodeMaterial } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _currentClearColor = /*@__PURE__*/ new Color();
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import TempNode from '../core/TempNode.js';
import { nodeObject, Fn, float, vec2, vec4 } from '../tsl/TSLBase.js';
import { NodeUpdateType } from '../core/constants.js';
import { mul } from '../math/OperatorNode.js';
import { uv } from '../accessors/UV.js';
import { passTexture } from './PassNode.js';
import { uniform } from '../core/UniformNode.js';
import { convertToTexture } from '../utils/RTTNode.js';
import QuadMesh from '../../renderers/common/QuadMesh.js';

import { Vector2 } from '../../math/Vector2.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
import { RenderTarget, Vector2 } from 'three';
import { TempNode, nodeObject, Fn, float, NodeUpdateType, uv, uniform, convertToTexture, vec2, vec4, QuadMesh, passTexture, mul, NodeMaterial } from 'three/tsl';

// WebGPU: The use of a single QuadMesh for both gaussian blur passes results in a single RenderObject with a SampledTexture binding that
// alternates between source textures and triggers creation of new BindGroups and BindGroupLayouts every frame.
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import TempNode from '../core/TempNode.js';
import { Fn, nodeObject, vec3, vec4, float } from '../tsl/TSLBase.js';
import { uniform } from '../core/UniformNode.js';
import { mix } from '../math/MathNode.js';
import { TempNode, nodeObject, Fn, float, uniform, vec3, vec4, mix } from 'three/tsl';

class Lut3DNode extends TempNode {

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import { float, int, Fn } from '../tsl/TSLBase.js';
import { Loop } from '../utils/LoopNode.js';
import { uv } from '../accessors/UV.js';

import { Fn, float, uv, Loop, int } from 'three/tsl';

export const motionBlur = /*@__PURE__*/ Fn( ( [ inputNode, velocity, numSamples = int( 16 ) ] ) => {

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import { Fn, If, nodeObject, vec4 } from '../tsl/TSLBase.js';
import { uv } from '../accessors/UV.js';
import { mod } from '../math/MathNode.js';
import { screenCoordinate } from './ScreenNode.js';
import { nodeObject, Fn, vec4, uv, NodeMaterial, If, mod, screenCoordinate } from 'three/tsl';
import StereoCompositePassNode from './StereoCompositePassNode.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';

class ParallaxBarrierPassNode extends StereoCompositePassNode {

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import TempNode from '../core/TempNode.js';
import { uv } from '../accessors/UV.js';
import { Fn, nodeObject, vec2, vec3, float, If } from '../tsl/TSLBase.js';
import { NodeUpdateType } from '../core/constants.js';
import { uniform } from '../core/UniformNode.js';
import { dot, clamp, smoothstep, sign, step, floor } from '../math/MathNode.js';
import { Vector4 } from '../../math/Vector4.js';
import { output, property } from '../core/PropertyNode.js';
import PassNode from './PassNode.js';
import { mrt } from '../core/MRTNode.js';
import { normalView } from '../accessors/Normal.js';
import { convertToTexture } from '../utils/RTTNode.js';

import { NearestFilter } from '../../constants.js';
import { NearestFilter, Vector4 } from 'three';
import { TempNode, nodeObject, Fn, float, NodeUpdateType, uv, uniform, convertToTexture, vec2, vec3, clamp, floor, dot, smoothstep, If, sign, step, mrt, output, normalView, PassNode, property } from 'three/tsl';

class PixelationNode extends TempNode {

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import TempNode from '../core/TempNode.js';
import { nodeObject, Fn, vec2, vec4 } from '../tsl/TSLBase.js';
import { uniform } from '../core/UniformNode.js';
import { uv } from '../accessors/UV.js';
import { sin, cos } from '../math/MathNode.js';
import { convertToTexture } from '../utils/RTTNode.js';
import { TempNode, nodeObject, Fn, uv, uniform, vec2, sin, cos, vec4, convertToTexture } from 'three/tsl';

class RGBShiftNode extends TempNode {

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import { nodeObject } from '../tsl/TSLBase.js';
import PassNode from './PassNode.js';
import { Color } from '../../math/Color.js';
import { Vector2 } from '../../math/Vector2.js';
import { AdditiveBlending } from '../../constants.js';
import { uniform } from '../core/UniformNode.js';
import QuadMesh from '../../renderers/common/QuadMesh.js';
import { texture } from '../accessors/TextureNode.js';
import { mrt, getTextureIndex } from '../core/MRTNode.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
import { AdditiveBlending, Color, Vector2 } from 'three';
import { nodeObject, uniform, mrt, PassNode, QuadMesh, texture, NodeMaterial, getTextureIndex } from 'three/tsl';

const _size = /*@__PURE__*/ new Vector2();

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import { Fn, vec3, vec4 } from '../tsl/TSLBase.js';
import { dot } from '../math/MathNode.js';
import { dot, Fn, vec3, vec4 } from 'three/tsl';

export const sepia = /*@__PURE__*/ Fn( ( [ color ] ) => {

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import TempNode from '../core/TempNode.js';
import { uv } from '../accessors/UV.js';
import { luminance } from './ColorAdjustment.js';
import { Fn, nodeObject, vec2, vec3, vec4, mat3 } from '../tsl/TSLBase.js';
import { NodeUpdateType } from '../core/constants.js';
import { uniform } from '../core/UniformNode.js';
import { add } from '../math/OperatorNode.js';
import { convertToTexture } from '../utils/RTTNode.js';

import { Vector2 } from '../../math/Vector2.js';
import { Vector2 } from 'three';
import { TempNode, nodeObject, Fn, NodeUpdateType, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl';

class SobelOperatorNode extends TempNode {

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import PassNode from './PassNode.js';
import { StereoCamera } from '../../cameras/StereoCamera.js';
import { HalfFloatType, LinearFilter, NearestFilter } from '../../constants.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import { texture } from '../accessors/TextureNode.js';
import { Vector2 } from '../../math/Vector2.js';
import QuadMesh from '../../renderers/common/QuadMesh.js';
import { RenderTarget, StereoCamera, HalfFloatType, LinearFilter, NearestFilter, Vector2 } from 'three';
import { PassNode, QuadMesh, texture } from 'three/tsl';

const _size = /*@__PURE__*/ new Vector2();
const _quadMesh = /*@__PURE__*/ new QuadMesh();
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import { nodeObject } from '../tsl/TSLBase.js';
import PassNode from './PassNode.js';
import { Vector2 } from '../../math/Vector2.js';
import { StereoCamera } from '../../cameras/StereoCamera.js';
import { StereoCamera, Vector2 } from 'three';
import { PassNode, nodeObject } from 'three/tsl';

const _size = /*@__PURE__*/ new Vector2();

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import TempNode from '../core/TempNode.js';
import { uv } from '../accessors/UV.js';
import { Fn, nodeObject, float, int, vec4, If } from '../tsl/TSLBase.js';
import { clamp, mix } from '../math/MathNode.js';
import { sub } from '../math/OperatorNode.js';
import { convertToTexture } from '../utils/RTTNode.js';
import { TempNode, nodeObject, Fn, float, uv, convertToTexture, vec4, If, int, clamp, sub, mix } from 'three/tsl';

class TransitionNode extends TempNode {

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3 changes: 2 additions & 1 deletion examples/misc_controls_fly.html
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<script type="module">

import * as THREE from 'three';
import { pass, film } from 'three/tsl';
import { pass } from 'three/tsl';
import { film } from 'three/addons/tsl/display/FilmNode.js';

import Stats from 'three/addons/libs/stats.module.js';
import { FlyControls } from 'three/addons/controls/FlyControls.js';
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3 changes: 2 additions & 1 deletion examples/webgpu_backdrop_water.html
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<script type="module">

import * as THREE from 'three';
import { color, vec2, pass, linearDepth, normalWorld, gaussianBlur, triplanarTexture, texture, objectPosition, screenUV, viewportLinearDepth, viewportDepthTexture, viewportSharedTexture, mx_worley_noise_float, positionWorld, timerLocal } from 'three/tsl';
import { color, vec2, pass, linearDepth, normalWorld, triplanarTexture, texture, objectPosition, screenUV, viewportLinearDepth, viewportDepthTexture, viewportSharedTexture, mx_worley_noise_float, positionWorld, timerLocal } from 'three/tsl';
import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

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4 changes: 3 additions & 1 deletion examples/webgpu_display_stereo.html
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import * as THREE from 'three';

import { stereoPass, anaglyphPass, parallaxBarrierPass } from 'three/tsl';
import { stereoPass } from 'three/addons/tsl/display/StereoPassNode.js';
import { anaglyphPass } from 'three/addons/tsl/display/AnaglyphPassNode.js';
import { parallaxBarrierPass } from 'three/addons/tsl/display/ParallaxBarrierPassNode.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { Timer } from 'three/addons/misc/Timer.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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3 changes: 2 additions & 1 deletion examples/webgpu_mrt_mask.html
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<script type="module">

import * as THREE from 'three';
import { color, screenUV, mrt, output, gaussianBlur, pass, vec4 } from 'three/tsl';
import { color, screenUV, mrt, output, pass, vec4 } from 'three/tsl';
import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

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4 changes: 3 additions & 1 deletion examples/webgpu_postprocessing.html
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<script type="module">

import * as THREE from 'three';
import { pass, dotScreen, rgbShift } from 'three/tsl';
import { pass } from 'three/tsl';
import { dotScreen } from 'three/addons/tsl/display/DotScreenNode.js';
import { rgbShift } from 'three/addons/tsl/display/RGBShiftNode.js';

let camera, renderer, postProcessing;
let object;
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