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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
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346 lines
8.6 KiB
346 lines
8.6 KiB
// core |
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import PropertyNode from './core/PropertyNode.js'; |
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import VarNode from './core/VarNode.js'; |
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// inputs |
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import ColorNode from './inputs/ColorNode.js'; |
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import FloatNode from './inputs/FloatNode.js'; |
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import Vector2Node from './inputs/Vector2Node.js'; |
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import Vector3Node from './inputs/Vector3Node.js'; |
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import Vector4Node from './inputs/Vector4Node.js'; |
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// accessors |
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import PositionNode from './accessors/PositionNode.js'; |
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import NormalNode from './accessors/NormalNode.js'; |
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// math |
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import OperatorNode from './math/OperatorNode.js'; |
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import CondNode from './math/CondNode.js'; |
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import MathNode from './math/MathNode.js'; |
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// utils |
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import ArrayElementNode from './utils/ArrayElementNode.js'; |
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import ConvertNode from './utils/ConvertNode.js'; |
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import JoinNode from './utils/JoinNode.js'; |
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import SplitNode from './utils/SplitNode.js'; |
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// core |
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import { Vector2, Vector3, Vector4, Color } from 'three'; |
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const NodeHandler = { |
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construct( NodeClosure, params ) { |
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const inputs = params.shift(); |
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return NodeClosure( ShaderNodeObjects( inputs ), ...params ); |
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}, |
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get: function ( node, prop ) { |
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if ( typeof prop === 'string' && node[ prop ] === undefined ) { |
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if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) { |
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// accessing properties ( swizzle ) |
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prop = prop |
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.replace( /r|s/g, 'x' ) |
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.replace( /g|t/g, 'y' ) |
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.replace( /b|p/g, 'z' ) |
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.replace( /a|q/g, 'w' ); |
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return ShaderNodeObject( new SplitNode( node, prop ) ); |
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} else if ( /^\d+$/.test( prop ) === true ) { |
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// accessing array |
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return ShaderNodeObject( new ArrayElementNode( node, new FloatNode( Number( prop ) ).setConst( true ) ) ); |
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} |
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} |
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return node[ prop ]; |
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} |
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}; |
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const ShaderNodeObject = ( obj ) => { |
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const type = typeof obj; |
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if ( type === 'number' ) { |
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return ShaderNodeObject( new FloatNode( obj ).setConst( true ) ); |
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} else if ( type === 'object' ) { |
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if ( obj.isNode === true ) { |
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const node = obj; |
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if ( node.isProxyNode !== true ) { |
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node.isProxyNode = true; |
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return new Proxy( node, NodeHandler ); |
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} |
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} |
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} |
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return obj; |
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}; |
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const ShaderNodeObjects = ( objects ) => { |
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for ( const name in objects ) { |
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objects[ name ] = ShaderNodeObject( objects[ name ] ); |
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} |
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return objects; |
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}; |
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const ShaderNodeArray = ( array ) => { |
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const len = array.length; |
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for ( let i = 0; i < len; i ++ ) { |
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array[ i ] = ShaderNodeObject( array[ i ] ); |
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} |
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return array; |
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}; |
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const ShaderNodeProxy = ( NodeClass, scope = null, factor = null ) => { |
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if ( scope === null ) { |
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return ( ...params ) => { |
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return ShaderNodeObject( new NodeClass( ...ShaderNodeArray( params ) ) ); |
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}; |
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} else if ( factor === null ) { |
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return ( ...params ) => { |
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return ShaderNodeObject( new NodeClass( scope, ...ShaderNodeArray( params ) ) ); |
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}; |
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} else { |
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factor = ShaderNodeObject( factor ); |
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return ( ...params ) => { |
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return ShaderNodeObject( new NodeClass( scope, ...ShaderNodeArray( params ), factor ) ); |
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}; |
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} |
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}; |
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const ShaderNodeScript = function ( jsFunc ) { |
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return ( inputs, builder ) => { |
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ShaderNodeObjects( inputs ); |
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return ShaderNodeObject( jsFunc( inputs, builder ) ); |
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}; |
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}; |
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export const ShaderNode = new Proxy( ShaderNodeScript, NodeHandler ); |
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// |
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// Node Material Shader Syntax |
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// |
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export const uniform = new ShaderNode( ( inputNode ) => { |
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inputNode.setConst( false ); |
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return inputNode; |
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} ); |
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export const float = ( val ) => { |
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return ShaderNodeObject( new FloatNode( val ).setConst( true ) ); |
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}; |
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export const color = ( ...params ) => { |
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return ShaderNodeObject( new ColorNode( new Color( ...params ) ).setConst( true ) ); |
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}; |
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export const join = ( ...params ) => { |
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return ShaderNodeObject( new JoinNode( ShaderNodeArray( params ) ) ); |
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}; |
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export const cond = ( ...params ) => { |
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return ShaderNodeObject( new CondNode( ...ShaderNodeArray( params ) ) ); |
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}; |
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export const vec2 = ( ...params ) => { |
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if ( params[ 0 ]?.isNode === true ) { |
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return ShaderNodeObject( new ConvertNode( params[ 0 ], 'vec2' ) ); |
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} else { |
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// Providing one scalar value: This value is used for all components |
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if ( params.length === 1 ) { |
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params[ 1 ] = params[ 0 ]; |
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} |
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return ShaderNodeObject( new Vector2Node( new Vector2( ...params ) ).setConst( true ) ); |
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} |
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}; |
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export const vec3 = ( ...params ) => { |
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if ( params[ 0 ]?.isNode === true ) { |
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return ShaderNodeObject( new ConvertNode( params[ 0 ], 'vec3' ) ); |
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} else { |
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// Providing one scalar value: This value is used for all components |
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if ( params.length === 1 ) { |
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params[ 1 ] = params[ 2 ] = params[ 0 ]; |
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} |
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return ShaderNodeObject( new Vector3Node( new Vector3( ...params ) ).setConst( true ) ); |
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} |
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}; |
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export const vec4 = ( ...params ) => { |
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if ( params[ 0 ]?.isNode === true ) { |
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return ShaderNodeObject( new ConvertNode( params[ 0 ], 'vec4' ) ); |
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} else { |
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// Providing one scalar value: This value is used for all components |
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if ( params.length === 1 ) { |
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params[ 1 ] = params[ 2 ] = params[ 3 ] = params[ 0 ]; |
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} |
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return ShaderNodeObject( new Vector4Node( new Vector4( ...params ) ).setConst( true ) ); |
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} |
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}; |
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export const addTo = ( varNode, ...params ) => { |
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varNode.node = add( varNode.node, ...ShaderNodeArray( params ) ); |
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return ShaderNodeObject( varNode ); |
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}; |
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export const add = ShaderNodeProxy( OperatorNode, '+' ); |
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export const sub = ShaderNodeProxy( OperatorNode, '-' ); |
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export const mul = ShaderNodeProxy( OperatorNode, '*' ); |
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export const div = ShaderNodeProxy( OperatorNode, '/' ); |
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export const equal = ShaderNodeProxy( OperatorNode, '==' ); |
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export const assign = ShaderNodeProxy( OperatorNode, '=' ); |
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export const greaterThan = ShaderNodeProxy( OperatorNode, '>' ); |
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export const lessThanEqual = ShaderNodeProxy( OperatorNode, '<=' ); |
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export const and = ShaderNodeProxy( OperatorNode, '&&' ); |
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export const element = ShaderNodeProxy( ArrayElementNode ); |
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export const normalGeometry = new NormalNode( NormalNode.GEOMETRY ); |
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export const normalLocal = new NormalNode( NormalNode.LOCAL ); |
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export const normalWorld = new NormalNode( NormalNode.WORLD ); |
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export const normalView = new NormalNode( NormalNode.VIEW ); |
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export const transformedNormalView = new VarNode( new NormalNode( NormalNode.VIEW ), 'TransformedNormalView', 'vec3' ); |
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export const positionLocal = new PositionNode( PositionNode.LOCAL ); |
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export const positionWorld = new PositionNode( PositionNode.WORLD ); |
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export const positionView = new PositionNode( PositionNode.VIEW ); |
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export const positionViewDirection = new PositionNode( PositionNode.VIEW_DIRECTION ); |
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export const PI = float( 3.141592653589793 ); |
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export const PI2 = float( 6.283185307179586 ); |
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export const PI_HALF = float( 1.5707963267948966 ); |
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export const RECIPROCAL_PI = float( 0.3183098861837907 ); |
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export const RECIPROCAL_PI2 = float( 0.15915494309189535 ); |
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export const EPSILON = float( 1e-6 ); |
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export const diffuseColor = new PropertyNode( 'DiffuseColor', 'vec4' ); |
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export const roughness = new PropertyNode( 'Roughness', 'float' ); |
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export const metalness = new PropertyNode( 'Metalness', 'float' ); |
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export const alphaTest = new PropertyNode( 'AlphaTest', 'float' ); |
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export const specularColor = new PropertyNode( 'SpecularColor', 'color' ); |
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export const abs = ShaderNodeProxy( MathNode, 'abs' ); |
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export const negate = ShaderNodeProxy( MathNode, 'negate' ); |
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export const floor = ShaderNodeProxy( MathNode, 'floor' ); |
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export const mod = ShaderNodeProxy( MathNode, 'mod' ); |
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export const cross = ShaderNodeProxy( MathNode, 'cross' ); |
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export const fract = ShaderNodeProxy( MathNode, 'fract' ); |
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export const round = ShaderNodeProxy( MathNode, 'round' ); |
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export const max = ShaderNodeProxy( MathNode, 'max' ); |
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export const min = ShaderNodeProxy( MathNode, 'min' ); |
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export const sin = ShaderNodeProxy( MathNode, 'sin' ); |
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export const cos = ShaderNodeProxy( MathNode, 'cos' ); |
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export const dot = ShaderNodeProxy( MathNode, 'dot' ); |
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export const normalize = ShaderNodeProxy( MathNode, 'normalize' ); |
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export const sqrt = ShaderNodeProxy( MathNode, 'sqrt' ); |
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export const inversesqrt = ShaderNodeProxy( MathNode, 'inversesqrt' ); |
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export const sign = ShaderNodeProxy( MathNode, 'sign' ); |
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export const dFdx = ShaderNodeProxy( MathNode, 'dFdx' ); |
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export const dFdy = ShaderNodeProxy( MathNode, 'dFdy' ); |
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export const pow = ShaderNodeProxy( MathNode, 'pow' ); |
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export const pow2 = ShaderNodeProxy( MathNode, 'pow', 2 ); |
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export const pow3 = ShaderNodeProxy( MathNode, 'pow', 3 ); |
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export const pow4 = ShaderNodeProxy( MathNode, 'pow', 4 ); |
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export const exp = ShaderNodeProxy( MathNode, 'exp' ); |
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export const exp2 = ShaderNodeProxy( MathNode, 'exp2' ); |
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export const mix = ShaderNodeProxy( MathNode, 'mix' ); |
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export const saturate = ShaderNodeProxy( MathNode, 'saturate' ); |
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export const transformDirection = ShaderNodeProxy( MathNode, 'transformDirection' );
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