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@types/three

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import Node from "../core/Node.js"; import MathNode from "../math/MathNode.js"; import { NodeRepresentation, ShaderNodeObject } from "../tsl/TSLCore.js"; import { mx_hsvtorgb, mx_rgbtohsv } from "./lib/mx_hsv.js"; import { mx_srgb_texture_to_lin_rec709 } from "./lib/mx_transform_color.js"; export function mx_aastep(threshold: NodeRepresentation, value: NodeRepresentation): ShaderNodeObject<MathNode>; export function mx_ramplr( valuel: NodeRepresentation, valuer: NodeRepresentation, texcoord?: NodeRepresentation, ): ShaderNodeObject<MathNode>; export function mx_ramptb( valuet: NodeRepresentation, valueb: NodeRepresentation, texcoord?: NodeRepresentation, ): ShaderNodeObject<MathNode>; export function mx_splitlr( valuel: NodeRepresentation, valuer: NodeRepresentation, center: NodeRepresentation, texcoord?: NodeRepresentation, ): ShaderNodeObject<MathNode>; export function mx_splittb( valuet: NodeRepresentation, valueb: NodeRepresentation, center: NodeRepresentation, texcoord?: NodeRepresentation, ): ShaderNodeObject<MathNode>; export function mx_transform_uv( uv_scale?: NodeRepresentation, uv_offset?: NodeRepresentation, uv_geo?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_safepower(in1: NodeRepresentation, in2?: NodeRepresentation): ShaderNodeObject<Node>; export function mx_contrast( input: NodeRepresentation, amount?: NodeRepresentation, pivot?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_noise_float( texcoord?: NodeRepresentation, amplitude?: NodeRepresentation, pivot?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_noise_vec3( texcoord?: NodeRepresentation, amplitude?: NodeRepresentation, pivot?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_noise_vec4( texcoord?: NodeRepresentation, amplitude?: NodeRepresentation, pivot?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_worley_noise_float( texcoord?: NodeRepresentation, jitter?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_worley_noise_vec2( texcoord?: NodeRepresentation, jitter?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_worley_noise_vec3( texcoord?: NodeRepresentation, jitter?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_cell_noise_float(texcoord?: NodeRepresentation): ShaderNodeObject<Node>; export function mx_fractal_noise_float( position?: NodeRepresentation, octaves?: NodeRepresentation, lacunarity?: NodeRepresentation, diminish?: NodeRepresentation, amplitude?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_fractal_noise_vec2( position?: NodeRepresentation, octaves?: NodeRepresentation, lacunarity?: NodeRepresentation, diminish?: NodeRepresentation, amplitude?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_fractal_noise_vec3( position?: NodeRepresentation, octaves?: NodeRepresentation, lacunarity?: NodeRepresentation, diminish?: NodeRepresentation, amplitude?: NodeRepresentation, ): ShaderNodeObject<Node>; export function mx_fractal_noise_vec4( position?: NodeRepresentation, octaves?: NodeRepresentation, lacunarity?: NodeRepresentation, diminish?: NodeRepresentation, amplitude?: NodeRepresentation, ): ShaderNodeObject<Node>; export { mx_hsvtorgb, mx_rgbtohsv, mx_srgb_texture_to_lin_rec709 };