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@@ -1073,7 +1073,7 @@
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mtl.color = new THREE.ColorNode( 0x3399FF );
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mtl.environment = color;
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- mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT );
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+ mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SATURATE );
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// GUI
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@@ -1209,7 +1209,7 @@
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THREE.OperatorNode.ADD
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);
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- var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT );
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+ var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SATURATE );
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var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
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@@ -1498,7 +1498,7 @@
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var mask = new THREE.SwitchNode( worldNormal, 'y' );
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// clamp0at1
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- mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
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+ mask = new THREE.Math1Node( mask, THREE.Math1Node.SATURATE );
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var timeOffset = new THREE.OperatorNode(
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time,
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@@ -1531,7 +1531,7 @@
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var voronoiColors = new THREE.Math3Node(
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colorB,
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colorA,
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- new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp
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+ new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SATURATE ), // mix needs clamp
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THREE.Math3Node.MIX
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);
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@@ -1780,7 +1780,7 @@
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THREE.OperatorNode.MUL
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);
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- var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT );
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+ var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SATURATE );
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var totalLight = new THREE.OperatorNode(
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directLight,
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@@ -1903,7 +1903,7 @@
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THREE.Math3Node.SMOOTHSTEP
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);
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- var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT );
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+ var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SATURATE ), THREE.Math1Node.INVERT );
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// APPLY
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@@ -2550,7 +2550,7 @@
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THREE.Math3Node.SMOOTHSTEP
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);
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- var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SAT );
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+ var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SATURATE );
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var frontColor, backColor;
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