@types/three
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TypeScript definitions for three
108 lines (96 loc) • 3.55 kB
TypeScript
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 };