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Jun 8, 2025
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6 changes: 3 additions & 3 deletions build/three.tsl.js
Original file line number Diff line number Diff line change
Expand Up @@ -391,7 +391,7 @@ const pow = TSL.pow;
const pow2 = TSL.pow2;
const pow3 = TSL.pow3;
const pow4 = TSL.pow4;
const premult = TSL.premult;
const premultiplyAlpha = TSL.premultiplyAlpha;
const property = TSL.property;
const radians = TSL.radians;
const rand = TSL.rand;
Expand Down Expand Up @@ -516,7 +516,7 @@ const uniformArray = TSL.uniformArray;
const uniformGroup = TSL.uniformGroup;
const uniformTexture = TSL.uniformTexture;
const uniforms = TSL.uniforms;
const unpremult = TSL.unpremult;
const unpremultiplyAlpha = TSL.unpremultiplyAlpha;
const userData = TSL.userData;
const uv = TSL.uv;
const uvec2 = TSL.uvec2;
Expand Down Expand Up @@ -557,4 +557,4 @@ const workgroupId = TSL.workgroupId;
const workingToColorSpace = TSL.workingToColorSpace;
const xor = TSL.xor;

export { BRDF_GGX, BRDF_Lambert, BasicShadowFilter, Break, Const, Continue, DFGApprox, D_GGX, Discard, EPSILON, F_Schlick, Fn, INFINITY, If, Loop, NodeAccess, NodeShaderStage, NodeType, NodeUpdateType, PCFShadowFilter, PCFSoftShadowFilter, PI, PI2, Return, Schlick_to_F0, ScriptableNodeResources, ShaderNode, Switch, TBNViewMatrix, VSMShadowFilter, V_GGX_SmithCorrelated, Var, abs, acesFilmicToneMapping, acos, add, addNodeElement, agxToneMapping, all, alphaT, and, anisotropy, anisotropyB, anisotropyT, any, append, array, arrayBuffer, asin, assign, atan, atan2, atomicAdd, atomicAnd, atomicFunc, atomicLoad, atomicMax, atomicMin, atomicOr, atomicStore, atomicSub, atomicXor, attenuationColor, attenuationDistance, attribute, attributeArray, backgroundBlurriness, backgroundIntensity, backgroundRotation, batch, billboarding, bitAnd, bitNot, bitOr, bitXor, bitangentGeometry, bitangentLocal, bitangentView, bitangentWorld, bitcast, blendBurn, blendColor, blendDodge, blendOverlay, blendScreen, blur, bool, buffer, bufferAttribute, bumpMap, burn, bvec2, bvec3, bvec4, bypass, cache, call, cameraFar, cameraIndex, cameraNear, cameraNormalMatrix, cameraPosition, cameraProjectionMatrix, cameraProjectionMatrixInverse, cameraViewMatrix, cameraWorldMatrix, cbrt, cdl, ceil, checker, cineonToneMapping, clamp, clearcoat, clearcoatRoughness, code, color, colorSpaceToWorking, colorToDirection, compute, computeSkinning, cond, context, convert, convertColorSpace, convertToTexture, cos, cross, cubeTexture, dFdx, dFdy, dashSize, debug, decrement, decrementBefore, defaultBuildStages, defaultShaderStages, defined, degrees, deltaTime, densityFog, densityFogFactor, depth, depthPass, difference, diffuseColor, directPointLight, directionToColor, dispersion, distance, div, dodge, dot, drawIndex, dynamicBufferAttribute, element, emissive, equal, equals, equirectUV, exp, exp2, expression, faceDirection, faceForward, faceforward, float, floor, fog, fract, frameGroup, frameId, frontFacing, fwidth, gain, gapSize, getConstNodeType, getCurrentStack, getDirection, getDistanceAttenuation, getGeometryRoughness, getNormalFromDepth, getParallaxCorrectNormal, getRoughness, getScreenPosition, getShIrradianceAt, getShadowMaterial, getShadowRenderObjectFunction, getTextureIndex, getViewPosition, globalId, glsl, glslFn, grayscale, greaterThan, greaterThanEqual, hash, highpModelNormalViewMatrix, highpModelViewMatrix, hue, increment, incrementBefore, instance, instanceIndex, instancedArray, instancedBufferAttribute, instancedDynamicBufferAttribute, instancedMesh, int, inverseSqrt, inversesqrt, invocationLocalIndex, invocationSubgroupIndex, ior, iridescence, iridescenceIOR, iridescenceThickness, ivec2, ivec3, ivec4, js, label, length, lengthSq, lessThan, lessThanEqual, lightPosition, lightProjectionUV, lightShadowMatrix, lightTargetDirection, lightTargetPosition, lightViewPosition, lightingContext, lights, linearDepth, linearToneMapping, localId, log, log2, logarithmicDepthToViewZ, loop, luminance, mat2, mat3, mat4, matcapUV, materialAO, materialAlphaTest, materialAnisotropy, materialAnisotropyVector, materialAttenuationColor, materialAttenuationDistance, materialClearcoat, materialClearcoatNormal, materialClearcoatRoughness, materialColor, materialDispersion, materialEmissive, materialIOR, materialIridescence, materialIridescenceIOR, materialIridescenceThickness, materialLightMap, materialLineDashOffset, materialLineDashSize, materialLineGapSize, materialLineScale, materialLineWidth, materialMetalness, materialNormal, materialOpacity, materialPointSize, materialReference, materialReflectivity, materialRefractionRatio, materialRotation, materialRoughness, materialSheen, materialSheenRoughness, materialShininess, materialSpecular, materialSpecularColor, materialSpecularIntensity, materialSpecularStrength, materialThickness, materialTransmission, max, maxMipLevel, mediumpModelViewMatrix, metalness, min, mix, mixElement, mod, modInt, modelDirection, modelNormalMatrix, modelPosition, modelRadius, modelScale, modelViewMatrix, modelViewPosition, modelViewProjection, modelWorldMatrix, modelWorldMatrixInverse, morphReference, mrt, mul, mx_aastep, mx_cell_noise_float, mx_contrast, mx_fractal_noise_float, mx_fractal_noise_vec2, mx_fractal_noise_vec3, mx_fractal_noise_vec4, mx_hsvtorgb, mx_noise_float, mx_noise_vec3, mx_noise_vec4, mx_ramplr, mx_ramptb, mx_rgbtohsv, mx_safepower, mx_splitlr, mx_splittb, mx_srgb_texture_to_lin_rec709, mx_transform_uv, mx_worley_noise_float, mx_worley_noise_vec2, mx_worley_noise_vec3, namespace, negate, neutralToneMapping, nodeArray, nodeImmutable, nodeObject, nodeObjects, nodeProxy, normalFlat, normalGeometry, normalLocal, normalMap, normalView, normalWorld, normalize, not, notEqual, numWorkgroups, objectDirection, objectGroup, objectPosition, objectRadius, objectScale, objectViewPosition, objectWorldMatrix, oneMinus, or, orthographicDepthToViewZ, oscSawtooth, oscSine, oscSquare, oscTriangle, output, outputStruct, overlay, overloadingFn, parabola, parallaxDirection, parallaxUV, parameter, pass, passTexture, pcurve, perspectiveDepthToViewZ, pmremTexture, pointShadow, pointUV, pointWidth, positionGeometry, positionLocal, positionPrevious, positionView, positionViewDirection, positionWorld, positionWorldDirection, posterize, pow, pow2, pow3, pow4, premult, property, radians, rand, range, rangeFog, rangeFogFactor, reciprocal, reference, referenceBuffer, reflect, reflectVector, reflectView, reflector, refract, refractVector, refractView, reinhardToneMapping, remainder, remap, remapClamp, renderGroup, renderOutput, rendererReference, rotate, rotateUV, roughness, round, rtt, sRGBTransferEOTF, sRGBTransferOETF, sampler, samplerComparison, saturate, saturation, screen, screenCoordinate, screenSize, screenUV, scriptable, scriptableValue, select, setCurrentStack, shaderStages, shadow, shadowPositionWorld, shapeCircle, sharedUniformGroup, sheen, sheenRoughness, shiftLeft, shiftRight, shininess, sign, sin, sinc, skinning, smoothstep, smoothstepElement, specularColor, specularF90, spherizeUV, split, spritesheetUV, sqrt, stack, step, storage, storageBarrier, storageObject, storageTexture, string, struct, sub, subgroupIndex, subgroupSize, tan, tangentGeometry, tangentLocal, tangentView, tangentWorld, temp, texture, texture3D, textureBarrier, textureBicubic, textureCubeUV, textureLoad, textureSize, textureStore, thickness, time, timerDelta, timerGlobal, timerLocal, toneMapping, toneMappingExposure, toonOutlinePass, transformDirection, transformNormal, transformNormalToView, transformedBentNormalView, transformedBitangentView, transformedBitangentWorld, transformedClearcoatNormalView, transformedNormalView, transformedNormalWorld, transformedTangentView, transformedTangentWorld, transmission, transpose, triNoise3D, triplanarTexture, triplanarTextures, trunc, tslFn, uint, uniform, uniformArray, uniformCubeTexture, uniformGroup, uniformTexture, uniforms, unpremult, userData, uv, uvec2, uvec3, uvec4, varying, varyingProperty, vec2, vec3, vec4, vectorComponents, velocity, vertexColor, vertexIndex, vibrance, viewZToLogarithmicDepth, viewZToOrthographicDepth, viewZToPerspectiveDepth, viewport, viewportBottomLeft, viewportCoordinate, viewportDepthTexture, viewportLinearDepth, viewportMipTexture, viewportResolution, viewportSafeUV, viewportSharedTexture, viewportSize, viewportTexture, viewportTopLeft, viewportUV, wgsl, wgslFn, workgroupArray, workgroupBarrier, workgroupId, workingToColorSpace, xor };
export { BRDF_GGX, BRDF_Lambert, BasicShadowFilter, Break, Const, Continue, DFGApprox, D_GGX, Discard, EPSILON, F_Schlick, Fn, INFINITY, If, Loop, NodeAccess, NodeShaderStage, NodeType, NodeUpdateType, PCFShadowFilter, PCFSoftShadowFilter, PI, PI2, Return, Schlick_to_F0, ScriptableNodeResources, ShaderNode, Switch, TBNViewMatrix, VSMShadowFilter, V_GGX_SmithCorrelated, Var, abs, acesFilmicToneMapping, acos, add, addNodeElement, agxToneMapping, all, alphaT, and, anisotropy, anisotropyB, anisotropyT, any, append, array, arrayBuffer, asin, assign, atan, atan2, atomicAdd, atomicAnd, atomicFunc, atomicLoad, atomicMax, atomicMin, atomicOr, atomicStore, atomicSub, atomicXor, attenuationColor, attenuationDistance, attribute, attributeArray, backgroundBlurriness, backgroundIntensity, backgroundRotation, batch, billboarding, bitAnd, bitNot, bitOr, bitXor, bitangentGeometry, bitangentLocal, bitangentView, bitangentWorld, bitcast, blendBurn, blendColor, blendDodge, blendOverlay, blendScreen, blur, bool, buffer, bufferAttribute, bumpMap, burn, bvec2, bvec3, bvec4, bypass, cache, call, cameraFar, cameraIndex, cameraNear, cameraNormalMatrix, cameraPosition, cameraProjectionMatrix, cameraProjectionMatrixInverse, cameraViewMatrix, cameraWorldMatrix, cbrt, cdl, ceil, checker, cineonToneMapping, clamp, clearcoat, clearcoatRoughness, code, color, colorSpaceToWorking, colorToDirection, compute, computeSkinning, cond, context, convert, convertColorSpace, convertToTexture, cos, cross, cubeTexture, dFdx, dFdy, dashSize, debug, decrement, decrementBefore, defaultBuildStages, defaultShaderStages, defined, degrees, deltaTime, densityFog, densityFogFactor, depth, depthPass, difference, diffuseColor, directPointLight, directionToColor, dispersion, distance, div, dodge, dot, drawIndex, dynamicBufferAttribute, element, emissive, equal, equals, equirectUV, exp, exp2, expression, faceDirection, faceForward, faceforward, float, floor, fog, fract, frameGroup, frameId, frontFacing, fwidth, gain, gapSize, getConstNodeType, getCurrentStack, getDirection, getDistanceAttenuation, getGeometryRoughness, getNormalFromDepth, getParallaxCorrectNormal, getRoughness, getScreenPosition, getShIrradianceAt, getShadowMaterial, getShadowRenderObjectFunction, getTextureIndex, getViewPosition, globalId, glsl, glslFn, grayscale, greaterThan, greaterThanEqual, hash, highpModelNormalViewMatrix, highpModelViewMatrix, hue, increment, incrementBefore, instance, instanceIndex, instancedArray, instancedBufferAttribute, instancedDynamicBufferAttribute, instancedMesh, int, inverseSqrt, inversesqrt, invocationLocalIndex, invocationSubgroupIndex, ior, iridescence, iridescenceIOR, iridescenceThickness, ivec2, ivec3, ivec4, js, label, length, lengthSq, lessThan, lessThanEqual, lightPosition, lightProjectionUV, lightShadowMatrix, lightTargetDirection, lightTargetPosition, lightViewPosition, lightingContext, lights, linearDepth, linearToneMapping, localId, log, log2, logarithmicDepthToViewZ, loop, luminance, mat2, mat3, mat4, matcapUV, materialAO, materialAlphaTest, materialAnisotropy, materialAnisotropyVector, materialAttenuationColor, materialAttenuationDistance, materialClearcoat, materialClearcoatNormal, materialClearcoatRoughness, materialColor, materialDispersion, materialEmissive, materialIOR, materialIridescence, materialIridescenceIOR, materialIridescenceThickness, materialLightMap, materialLineDashOffset, materialLineDashSize, materialLineGapSize, materialLineScale, materialLineWidth, materialMetalness, materialNormal, materialOpacity, materialPointSize, materialReference, materialReflectivity, materialRefractionRatio, materialRotation, materialRoughness, materialSheen, materialSheenRoughness, materialShininess, materialSpecular, materialSpecularColor, materialSpecularIntensity, materialSpecularStrength, materialThickness, materialTransmission, max, maxMipLevel, mediumpModelViewMatrix, metalness, min, mix, mixElement, mod, modInt, modelDirection, modelNormalMatrix, modelPosition, modelRadius, modelScale, modelViewMatrix, modelViewPosition, modelViewProjection, modelWorldMatrix, modelWorldMatrixInverse, morphReference, mrt, mul, mx_aastep, mx_cell_noise_float, mx_contrast, mx_fractal_noise_float, mx_fractal_noise_vec2, mx_fractal_noise_vec3, mx_fractal_noise_vec4, mx_hsvtorgb, mx_noise_float, mx_noise_vec3, mx_noise_vec4, mx_ramplr, mx_ramptb, mx_rgbtohsv, mx_safepower, mx_splitlr, mx_splittb, mx_srgb_texture_to_lin_rec709, mx_transform_uv, mx_worley_noise_float, mx_worley_noise_vec2, mx_worley_noise_vec3, namespace, negate, neutralToneMapping, nodeArray, nodeImmutable, nodeObject, nodeObjects, nodeProxy, normalFlat, normalGeometry, normalLocal, normalMap, normalView, normalWorld, normalize, not, notEqual, numWorkgroups, objectDirection, objectGroup, objectPosition, objectRadius, objectScale, objectViewPosition, objectWorldMatrix, oneMinus, or, orthographicDepthToViewZ, oscSawtooth, oscSine, oscSquare, oscTriangle, output, outputStruct, overlay, overloadingFn, parabola, parallaxDirection, parallaxUV, parameter, pass, passTexture, pcurve, perspectiveDepthToViewZ, pmremTexture, pointShadow, pointUV, pointWidth, positionGeometry, positionLocal, positionPrevious, positionView, positionViewDirection, positionWorld, positionWorldDirection, posterize, pow, pow2, pow3, pow4, premultiplyAlpha, property, radians, rand, range, rangeFog, rangeFogFactor, reciprocal, reference, referenceBuffer, reflect, reflectVector, reflectView, reflector, refract, refractVector, refractView, reinhardToneMapping, remainder, remap, remapClamp, renderGroup, renderOutput, rendererReference, rotate, rotateUV, roughness, round, rtt, sRGBTransferEOTF, sRGBTransferOETF, sampler, samplerComparison, saturate, saturation, screen, screenCoordinate, screenSize, screenUV, scriptable, scriptableValue, select, setCurrentStack, shaderStages, shadow, shadowPositionWorld, shapeCircle, sharedUniformGroup, sheen, sheenRoughness, shiftLeft, shiftRight, shininess, sign, sin, sinc, skinning, smoothstep, smoothstepElement, specularColor, specularF90, spherizeUV, split, spritesheetUV, sqrt, stack, step, storage, storageBarrier, storageObject, storageTexture, string, struct, sub, subgroupIndex, subgroupSize, tan, tangentGeometry, tangentLocal, tangentView, tangentWorld, temp, texture, texture3D, textureBarrier, textureBicubic, textureCubeUV, textureLoad, textureSize, textureStore, thickness, time, timerDelta, timerGlobal, timerLocal, toneMapping, toneMappingExposure, toonOutlinePass, transformDirection, transformNormal, transformNormalToView, transformedBentNormalView, transformedBitangentView, transformedBitangentWorld, transformedClearcoatNormalView, transformedNormalView, transformedNormalWorld, transformedTangentView, transformedTangentWorld, transmission, transpose, triNoise3D, triplanarTexture, triplanarTextures, trunc, tslFn, uint, uniform, uniformArray, uniformCubeTexture, uniformGroup, uniformTexture, uniforms, unpremultiplyAlpha, userData, uv, uvec2, uvec3, uvec4, varying, varyingProperty, vec2, vec3, vec4, vectorComponents, velocity, vertexColor, vertexIndex, vibrance, viewZToLogarithmicDepth, viewZToOrthographicDepth, viewZToPerspectiveDepth, viewport, viewportBottomLeft, viewportCoordinate, viewportDepthTexture, viewportLinearDepth, viewportMipTexture, viewportResolution, viewportSafeUV, viewportSharedTexture, viewportSize, viewportTexture, viewportTopLeft, viewportUV, wgsl, wgslFn, workgroupArray, workgroupBarrier, workgroupId, workingToColorSpace, xor };
2 changes: 1 addition & 1 deletion build/three.tsl.min.js

Large diffs are not rendered by default.

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