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@@ -177,6 +177,7 @@
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'adv / translucent': 'translucent',
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'node / position': 'node-position',
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'node / normal': 'node-normal',
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+ 'node / reflect': 'node-reflect',
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'misc / smoke': 'smoke',
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'misc / firefly': 'firefly',
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'misc / reserved-keywords': 'reserved-keywords',
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@@ -209,7 +210,7 @@
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} );
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- } else if ( typeof value == 'object' ) {
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+ } else if ( typeof value === 'object' ) {
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param[ name ] = value[ Object.keys( value )[ 0 ] ];
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@@ -292,7 +293,7 @@
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mtl.environment = new THREE.CubeTextureNode( cubemap );
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mtl.environmentAlpha = mask;
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mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
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- mtl.normal.scale = new THREE.Math1Node( mask, THREE.Math1Node.INVERT );
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+ mtl.normal.scale = new THREE.MathNode( mask, THREE.MathNode.INVERT );
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break;
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@@ -325,22 +326,22 @@
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var roughnessB = new THREE.FloatNode( 0 );
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var metalnessB = new THREE.FloatNode( 1 );
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- var roughness = new THREE.Math3Node(
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+ var roughness = new THREE.MathNode(
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roughnessA,
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roughnessB,
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mask,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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- var metalness = new THREE.Math3Node(
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+ var metalness = new THREE.MathNode(
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metalnessA,
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metalnessB,
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mask,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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var normalMask = new THREE.OperatorNode(
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- new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
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+ new THREE.MathNode( mask, THREE.MathNode.INVERT ),
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normalScale,
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THREE.OperatorNode.MUL
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);
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@@ -538,22 +539,22 @@
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var clearCoat = new THREE.FloatNode( 1 );
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var clearCoatRoughness = new THREE.FloatNode( 1 );
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- var roughness = new THREE.Math3Node(
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+ var roughness = new THREE.MathNode(
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roughnessA,
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roughnessB,
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mask,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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- var metalness = new THREE.Math3Node(
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+ var metalness = new THREE.MathNode(
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metalnessA,
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metalnessB,
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mask,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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var normalMask = new THREE.OperatorNode(
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- new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
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+ new THREE.MathNode( mask, THREE.MathNode.INVERT ),
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normalScale,
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THREE.OperatorNode.MUL
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);
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@@ -661,7 +662,7 @@
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THREE.OperatorNode.ADD
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);
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- var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
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+ var wave = new THREE.MathNode( posContinuous, THREE.MathNode.SIN );
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wave = new THREE.SwitchNode( wave, 'x' );
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var waveScale = new THREE.OperatorNode(
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@@ -688,11 +689,11 @@
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THREE.OperatorNode.ADD
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);
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- var color = new THREE.Math3Node(
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+ var color = new THREE.MathNode(
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colorB,
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colorA,
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wave,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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mtl.color = color;
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@@ -752,10 +753,10 @@
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var power = new THREE.FloatNode( 3 );
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var color = new THREE.ColorNode( 0xFFFFFF );
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- var viewZ = new THREE.Math2Node(
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+ var viewZ = new THREE.MathNode(
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new THREE.NormalNode(),
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new THREE.Vector3Node( 0, 0, - intensity ),
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- THREE.Math2Node.DOT
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+ THREE.MathNode.DOT
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);
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var rim = new THREE.OperatorNode(
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@@ -764,10 +765,10 @@
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THREE.OperatorNode.ADD
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);
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- var rimPower = new THREE.Math2Node(
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+ var rimPower = new THREE.MathNode(
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rim,
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power,
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- THREE.Math2Node.POW
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+ THREE.MathNode.POW
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);
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var rimColor = new THREE.OperatorNode(
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@@ -812,7 +813,7 @@
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mtl.blending = THREE.AdditiveBlending;
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mtl.depthWrite = false;
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- } else {
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+ } else {
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mtl.emissive = rimColor;
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mtl.alpha = null;
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@@ -1033,10 +1034,10 @@
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var power = new THREE.FloatNode( 1 );
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var color = new THREE.CubeTextureNode( cubemap );
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- var viewZ = new THREE.Math2Node(
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+ var viewZ = new THREE.MathNode(
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new THREE.NormalNode(),
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new THREE.Vector3Node( 0, 0, - 1 ),
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- THREE.Math2Node.DOT
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+ THREE.MathNode.DOT
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);
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var theta = new THREE.OperatorNode(
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@@ -1045,10 +1046,10 @@
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THREE.OperatorNode.ADD
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);
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- var thetaPower = new THREE.Math2Node(
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+ var thetaPower = new THREE.MathNode(
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theta,
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power,
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- THREE.Math2Node.POW
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+ THREE.MathNode.POW
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);
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var fresnel = new THREE.OperatorNode(
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@@ -1059,7 +1060,7 @@
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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.SATURATE );
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+ mtl.environmentAlpha = new THREE.MathNode( fresnel, THREE.MathNode.SATURATE );
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// GUI
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@@ -1105,11 +1106,11 @@
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var mask = new THREE.TextureNode( getTexture( "decalDiffuse" ), uvScale );
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var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
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- var blend = new THREE.Math3Node(
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+ var blend = new THREE.MathNode(
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tex1,
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tex2,
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maskAlphaChannel,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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mtl.color = blend;
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@@ -1195,9 +1196,9 @@
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THREE.OperatorNode.ADD
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);
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- var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SATURATE );
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+ var clamp0at1 = new THREE.MathNode( offsetClamp, THREE.MathNode.SATURATE );
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- var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
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+ var blend = new THREE.MathNode( top, bottom, clamp0at1, THREE.MathNode.MIX );
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mtl.color = blend;
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@@ -1268,11 +1269,11 @@
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THREE.OperatorNode.ADD
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);
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- var color = new THREE.Math3Node(
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+ var color = new THREE.MathNode(
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colorB,
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colorA,
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texArea,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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mtl.color = mtl.specular = new THREE.ColorNode( 0 );
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@@ -1322,11 +1323,11 @@
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var tex = new THREE.TextureNode( getTexture( "cloud" ) );
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var texArea = new THREE.SwitchNode( tex, 'w' );
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- var thresholdBorder = new THREE.Math3Node(
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+ var thresholdBorder = new THREE.MathNode(
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new THREE.OperatorNode( threshold, borderSize, THREE.OperatorNode.ADD ),
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threshold,
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texArea,
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- THREE.Math3Node.SMOOTHSTEP
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+ THREE.MathNode.SMOOTHSTEP
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);
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var thresholdEmissive = new THREE.OperatorNode(
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@@ -1394,7 +1395,7 @@
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THREE.OperatorNode.MUL
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);
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- var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
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+ var cycle = new THREE.MathNode( sinCycleInSecs, THREE.MathNode.SIN );
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// round sin to 0 at 1
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cycle = new THREE.OperatorNode( cycle, new THREE.FloatNode( 1 ), THREE.OperatorNode.ADD );
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@@ -1406,11 +1407,11 @@
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var tex = new THREE.TextureNode( getTexture( "cloud" ) );
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var texArea = new THREE.SwitchNode( tex, 'w' );
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- var thresholdBorder = new THREE.Math3Node(
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+ var thresholdBorder = new THREE.MathNode(
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new THREE.OperatorNode( threshold, fireSize, THREE.OperatorNode.ADD ),
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threshold,
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texArea,
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- THREE.Math3Node.SMOOTHSTEP
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+ THREE.MathNode.SMOOTHSTEP
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);
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var fireStartAnimatedColor = new THREE.ColorAdjustmentNode(
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@@ -1425,18 +1426,18 @@
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THREE.ColorAdjustmentNode.SATURATION
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);
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- var fireColor = new THREE.Math3Node(
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+ var fireColor = new THREE.MathNode(
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fireEndAnimatedColor,
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fireStartAnimatedColor,
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thresholdBorder,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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- var thresholdBurnedBorder = new THREE.Math3Node(
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+ var thresholdBurnedBorder = new THREE.MathNode(
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new THREE.OperatorNode( threshold, burnedSize, THREE.OperatorNode.ADD ),
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threshold,
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texArea,
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- THREE.Math3Node.SMOOTHSTEP
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+ THREE.MathNode.SMOOTHSTEP
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);
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var fireEmissive = new THREE.OperatorNode(
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@@ -1445,11 +1446,11 @@
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THREE.OperatorNode.MUL
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);
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- var burnedResultColor = new THREE.Math3Node(
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+ var burnedResultColor = new THREE.MathNode(
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color,
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burnedColor,
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thresholdBurnedBorder,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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// APPLY
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@@ -1582,11 +1583,11 @@
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depth.near.value = 1;
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depth.far.value = 200;
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- var colors = new THREE.Math3Node(
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+ var colors = new THREE.MathNode(
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colorB,
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colorA,
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depth,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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mtl = new THREE.PhongNodeMaterial();
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@@ -1693,7 +1694,7 @@
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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.SATURATE );
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+ mask = new THREE.MathNode( mask, THREE.MathNode.SATURATE );
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var timeOffset = new THREE.OperatorNode(
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time,
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@@ -1723,18 +1724,18 @@
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THREE.OperatorNode.MUL
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);
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- var voronoiColors = new THREE.Math3Node(
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+ var voronoiColors = new THREE.MathNode(
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colorB,
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colorA,
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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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+ new THREE.MathNode( voronoiIntensity, THREE.MathNode.SATURATE ), // mix needs clamp
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+ THREE.MathNode.MIX
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);
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- var caustic = new THREE.Math3Node(
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+ var caustic = new THREE.MathNode(
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color,
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voronoiColors,
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maskCaustic,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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var causticLights = new THREE.OperatorNode(
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@@ -1805,7 +1806,7 @@
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var colorB = new THREE.ColorNode( 0x3366FF );
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var pos = new THREE.PositionNode();
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- var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
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+ var posNorm = new THREE.MathNode( pos, THREE.MathNode.NORMALIZE );
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var mask = new THREE.SwitchNode( posNorm, 'y' );
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@@ -1833,11 +1834,11 @@
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THREE.OperatorNode.ADD
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);
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- var colors = new THREE.Math3Node(
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+ var colors = new THREE.MathNode(
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colorB,
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colorA,
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mask,
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- THREE.Math3Node.MIX
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+ THREE.MathNode.MIX
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);
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mtl.color = colors;
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@@ -1887,13 +1888,13 @@
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var mildness = new THREE.FloatNode( 1.6 );
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var fur = new THREE.FloatNode( .5 );
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- var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
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- var norDirection = new THREE.Math1Node( new THREE.NormalNode(), THREE.Math1Node.NORMALIZE );
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+ var posDirection = new THREE.MathNode( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.MathNode.NORMALIZE );
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+ var norDirection = new THREE.MathNode( new THREE.NormalNode(), THREE.MathNode.NORMALIZE );
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- var viewZ = new THREE.Math2Node(
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+ var viewZ = new THREE.MathNode(
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posDirection,
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norDirection,
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- THREE.Math2Node.DOT
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+ THREE.MathNode.DOT
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);
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// without luma correction for now
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@@ -1913,7 +1914,7 @@
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mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
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mtl.normal.scale = furScale;
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mtl.environment = mildnessColor;
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- mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
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+ mtl.environmentAlpha = new THREE.MathNode( viewZ, THREE.MathNode.INVERT );
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mtl.shininess = new THREE.FloatNode( 0 );
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// GUI
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@@ -1954,11 +1955,11 @@
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var lightLuminance = new THREE.LuminanceNode( directLight );
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- var lightWrap = new THREE.Math3Node(
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+ var lightWrap = new THREE.MathNode(
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wrapShadow,
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wrapLight,
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lightLuminance,
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- THREE.Math3Node.SMOOTHSTEP
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+ THREE.MathNode.SMOOTHSTEP
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);
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var lightTransition = new THREE.OperatorNode(
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@@ -1967,7 +1968,7 @@
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THREE.OperatorNode.MUL
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);
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- var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
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+ var wrappedLight = new THREE.MathNode( lightTransition, THREE.MathNode.SIN );
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var wrappedLightColor = new THREE.OperatorNode(
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wrappedLight,
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@@ -1975,7 +1976,7 @@
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THREE.OperatorNode.MUL
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);
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- var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SATURATE );
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+ var bloodArea = new THREE.MathNode( wrappedLightColor, THREE.MathNode.SATURATE );
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var totalLight = new THREE.OperatorNode(
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directLight,
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@@ -2058,9 +2059,9 @@
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|
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THREE.OperatorNode.MUL
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);
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- var celLight = new THREE.Math1Node(
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+ var celLight = new THREE.MathNode(
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preCelLight,
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- THREE.Math1Node.CEIL
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+ THREE.MathNode.CEIL
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);
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var posCelLight = new THREE.OperatorNode(
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@@ -2071,18 +2072,18 @@
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// LINE
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- var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
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- var norDirection = new THREE.Math1Node( new THREE.NormalNode(), THREE.Math1Node.NORMALIZE );
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+ var posDirection = new THREE.MathNode( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.MathNode.NORMALIZE );
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+ var norDirection = new THREE.MathNode( new THREE.NormalNode(), THREE.MathNode.NORMALIZE );
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- var viewZ = new THREE.Math2Node(
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|
+ var viewZ = new THREE.MathNode(
|
|
|
posDirection,
|
|
|
norDirection,
|
|
|
- THREE.Math2Node.DOT
|
|
|
+ THREE.MathNode.DOT
|
|
|
);
|
|
|
|
|
|
- var lineOutside = new THREE.Math1Node(
|
|
|
+ var lineOutside = new THREE.MathNode(
|
|
|
viewZ,
|
|
|
- THREE.Math1Node.ABS
|
|
|
+ THREE.MathNode.ABS
|
|
|
);
|
|
|
|
|
|
var line = new THREE.OperatorNode(
|
|
@@ -2091,14 +2092,14 @@
|
|
|
THREE.OperatorNode.DIV
|
|
|
);
|
|
|
|
|
|
- var lineScaled = new THREE.Math3Node(
|
|
|
+ var lineScaled = new THREE.MathNode(
|
|
|
line,
|
|
|
lineSize,
|
|
|
lineInner,
|
|
|
- THREE.Math3Node.SMOOTHSTEP
|
|
|
+ THREE.MathNode.SMOOTHSTEP
|
|
|
);
|
|
|
|
|
|
- var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SATURATE ), THREE.Math1Node.INVERT );
|
|
|
+ var innerContour = new THREE.MathNode( new THREE.MathNode( lineScaled, THREE.MathNode.SATURATE ), THREE.MathNode.INVERT );
|
|
|
|
|
|
// APPLY
|
|
|
|
|
@@ -2291,6 +2292,32 @@
|
|
|
|
|
|
break;
|
|
|
|
|
|
+ case 'node-reflect':
|
|
|
+
|
|
|
+ // MATERIAL
|
|
|
+
|
|
|
+ var node = new THREE.ReflectNode();
|
|
|
+
|
|
|
+ mtl = new THREE.PhongNodeMaterial();
|
|
|
+ mtl.environment = new THREE.CubeTextureNode( cubemap, node );
|
|
|
+
|
|
|
+ // GUI
|
|
|
+
|
|
|
+ addGui( 'scope', {
|
|
|
+ vector: THREE.ReflectNode.VECTOR,
|
|
|
+ cube: THREE.ReflectNode.CUBE,
|
|
|
+ sphere: THREE.ReflectNode.SPHERE
|
|
|
+ }, function ( val ) {
|
|
|
+
|
|
|
+ node.scope = val;
|
|
|
+
|
|
|
+ mtl.needsUpdate = true;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+
|
|
|
case 'varying':
|
|
|
|
|
|
// MATERIAL
|
|
@@ -2474,11 +2501,11 @@
|
|
|
|
|
|
var timer = new THREE.TimerNode( .01, THREE.TimerNode.LOCAL );
|
|
|
|
|
|
- var color = new THREE.Math3Node(
|
|
|
+ var color = new THREE.MathNode(
|
|
|
rttStore,
|
|
|
blur,
|
|
|
new THREE.FloatNode( .6 ),
|
|
|
- THREE.Math3Node.MIX
|
|
|
+ THREE.MathNode.MIX
|
|
|
);
|
|
|
|
|
|
blur.horizontal = blur.vertical = timer;
|
|
@@ -2594,11 +2621,11 @@
|
|
|
uv: new THREE.UVNode()
|
|
|
} );
|
|
|
|
|
|
- var color = new THREE.Math3Node(
|
|
|
+ var color = new THREE.MathNode(
|
|
|
new THREE.TextureNode( getTexture( "brick" ) ),
|
|
|
blurredTexture,
|
|
|
alpha,
|
|
|
- THREE.Math3Node.MIX
|
|
|
+ THREE.MathNode.MIX
|
|
|
);
|
|
|
|
|
|
mtl.color = color;
|
|
@@ -2698,7 +2725,7 @@
|
|
|
THREE.OperatorNode.MUL
|
|
|
);
|
|
|
|
|
|
- var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
|
|
|
+ var cycle = new THREE.MathNode( sinCycleInSecs, THREE.MathNode.SIN );
|
|
|
|
|
|
var cycleColor = new THREE.OperatorNode(
|
|
|
cycle,
|
|
@@ -2706,7 +2733,7 @@
|
|
|
THREE.OperatorNode.MUL
|
|
|
);
|
|
|
|
|
|
- var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
|
|
|
+ var cos = new THREE.MathNode( cycleColor, THREE.MathNode.SIN );
|
|
|
|
|
|
mtl.color = new THREE.ColorNode( 0 );
|
|
|
mtl.emissive = cos;
|
|
@@ -2731,10 +2758,10 @@
|
|
|
var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
|
|
|
var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
|
|
|
|
|
|
- var cameraDistance = new THREE.Math2Node(
|
|
|
+ var cameraDistance = new THREE.MathNode(
|
|
|
modelPos,
|
|
|
cameraPosition,
|
|
|
- THREE.Math2Node.DISTANCE
|
|
|
+ THREE.MathNode.DISTANCE
|
|
|
);
|
|
|
|
|
|
var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
|
|
@@ -2751,11 +2778,11 @@
|
|
|
THREE.OperatorNode.ADD
|
|
|
);
|
|
|
|
|
|
- var objectDepth = new THREE.Math3Node(
|
|
|
+ var objectDepth = new THREE.MathNode(
|
|
|
distanceRadius,
|
|
|
new THREE.FloatNode( 0 ),
|
|
|
new THREE.FloatNode( 50 ),
|
|
|
- THREE.Math3Node.SMOOTHSTEP
|
|
|
+ THREE.MathNode.SMOOTHSTEP
|
|
|
);
|
|
|
|
|
|
// RTT ( get back distance )
|
|
@@ -2782,33 +2809,33 @@
|
|
|
THREE.OperatorNode.SUB
|
|
|
);
|
|
|
|
|
|
- var sss = new THREE.Math3Node(
|
|
|
+ var sss = new THREE.MathNode(
|
|
|
new THREE.FloatNode( - .1 ),
|
|
|
new THREE.FloatNode( .5 ),
|
|
|
difference,
|
|
|
- THREE.Math3Node.SMOOTHSTEP
|
|
|
+ THREE.MathNode.SMOOTHSTEP
|
|
|
);
|
|
|
|
|
|
- var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SATURATE );
|
|
|
+ var sssAlpha = new THREE.MathNode( sss, THREE.MathNode.SATURATE );
|
|
|
|
|
|
var frontColor, backColor;
|
|
|
|
|
|
if ( name == 'sss' ) {
|
|
|
|
|
|
- var sssOut = new THREE.Math2Node(
|
|
|
+ var sssOut = new THREE.MathNode(
|
|
|
objectDepth,
|
|
|
sssAlpha,
|
|
|
- THREE.Math2Node.MIN
|
|
|
+ THREE.MathNode.MIN
|
|
|
);
|
|
|
|
|
|
frontColor = new THREE.ColorNode( 0xd4cfbb );
|
|
|
backColor = new THREE.ColorNode( 0xd04327 );
|
|
|
|
|
|
- var color = new THREE.Math3Node(
|
|
|
+ var color = new THREE.MathNode(
|
|
|
backColor,
|
|
|
frontColor,
|
|
|
sssOut,
|
|
|
- THREE.Math3Node.MIX
|
|
|
+ THREE.MathNode.MIX
|
|
|
);
|
|
|
|
|
|
var light = new THREE.OperatorNode(
|
|
@@ -2829,11 +2856,11 @@
|
|
|
frontColor = new THREE.ColorNode( 0xd04327 );
|
|
|
backColor = new THREE.ColorNode( 0x1a0e14 );
|
|
|
|
|
|
- var color = new THREE.Math3Node(
|
|
|
+ var color = new THREE.MathNode(
|
|
|
frontColor,
|
|
|
backColor,
|
|
|
sssAlpha,
|
|
|
- THREE.Math3Node.MIX
|
|
|
+ THREE.MathNode.MIX
|
|
|
);
|
|
|
|
|
|
var light = new THREE.OperatorNode(
|
|
@@ -2973,7 +3000,7 @@
|
|
|
|
|
|
// update material animation and/or gpu calcs (pre-renderer)
|
|
|
|
|
|
- frame.update( delta ).setRenderer( renderer );
|
|
|
+ frame.setRenderer( renderer ).update( delta );
|
|
|
|
|
|
if ( mesh.material instanceof THREE.NodeMaterial ) {
|
|
|
|