@types/three
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TypeScript definitions for three
173 lines (153 loc) • 5.52 kB
TypeScript
import Node from "../core/Node.js";
import MathNode from "../math/MathNode.js";
import { 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 const mx_aastep: (threshold: Node | number, value: Node | number) => ShaderNodeObject<MathNode>;
export const mx_ramplr: (
valuel: Node | number,
valuer: Node | number,
texcoord?: Node,
) => ShaderNodeObject<MathNode>;
export const mx_ramptb: (
valuet: Node | number,
valueb: Node | number,
texcoord?: Node,
) => ShaderNodeObject<MathNode>;
export const mx_ramp4: (
valuetl: Node | number,
valuetr: Node | number,
valuebl: Node | number,
valuebr: Node | number,
texcoord?: Node,
) => ShaderNodeObject<MathNode>;
export const mx_splitlr: (
valuel: Node | number,
valuer: Node | number,
center: Node | number,
texcoord?: Node,
) => ShaderNodeObject<MathNode>;
export const mx_splittb: (
valuet: Node | number,
valueb: Node | number,
center: Node | number,
texcoord?: Node,
) => ShaderNodeObject<MathNode>;
export const mx_transform_uv: (
uv_scale?: Node | number,
uv_offset?: Node | number,
uv_geo?: Node,
) => ShaderNodeObject<Node>;
export const mx_safepower: (in1: Node | number, in2?: Node | number) => ShaderNodeObject<Node>;
export const mx_contrast: (
input: Node | number,
amount?: Node | number,
pivot?: Node | number,
) => ShaderNodeObject<Node>;
export const mx_noise_float: (
texcoord?: Node,
amplitude?: Node | number,
pivot?: Node | number,
) => ShaderNodeObject<Node>;
export const mx_noise_vec3: (
texcoord?: Node,
amplitude?: Node | number,
pivot?: Node | number,
) => ShaderNodeObject<Node>;
export const mx_noise_vec4: (
texcoord?: Node,
amplitude?: Node | number,
pivot?: Node | number,
) => ShaderNodeObject<Node>;
export const mx_unifiednoise2d: (
noiseType: Node,
texcoord?: Node,
freq?: Node,
offset?: Node,
jitter?: Node | number,
outmin?: Node | number,
outmax?: Node | number,
clampoutput?: Node | boolean,
octaves?: Node | number,
lacunarity?: Node | number,
diminish?: Node | number,
) => ShaderNodeObject<Node>;
export const mx_unifiednoise3d: (
noiseType: Node,
texcoord?: Node,
freq?: Node,
offset?: Node,
jitter?: Node | number,
outmin?: Node | number,
outmax?: Node | number,
clampoutput?: Node | boolean,
octaves?: Node | number,
lacunarity?: Node | number,
diminish?: Node | number,
) => ShaderNodeObject<Node>;
export function mx_worley_noise_float(
texcoord?: Node,
jitter?: Node | number,
): ShaderNodeObject<Node>;
export function mx_worley_noise_vec2(
texcoord?: Node,
jitter?: Node | number,
): ShaderNodeObject<Node>;
export function mx_worley_noise_vec3(
texcoord?: Node,
jitter?: Node | number,
): ShaderNodeObject<Node>;
export function mx_cell_noise_float(texcoord?: Node): ShaderNodeObject<Node>;
export function mx_fractal_noise_float(
position?: Node,
octaves?: Node | number,
lacunarity?: Node | number,
diminish?: Node | number,
amplitude?: Node | number,
): ShaderNodeObject<Node>;
export function mx_fractal_noise_vec2(
position?: Node,
octaves?: Node | number,
lacunarity?: Node | number,
diminish?: Node | number,
amplitude?: Node | number,
): ShaderNodeObject<Node>;
export function mx_fractal_noise_vec3(
position?: Node,
octaves?: Node | number,
lacunarity?: Node | number,
diminish?: Node | number,
amplitude?: Node | number,
): ShaderNodeObject<Node>;
export function mx_fractal_noise_vec4(
position?: Node,
octaves?: Node | number,
lacunarity?: Node | number,
diminish?: Node | number,
amplitude?: Node | number,
): ShaderNodeObject<Node>;
export { mx_hsvtorgb, mx_rgbtohsv, mx_srgb_texture_to_lin_rec709 };
export const mx_add: (in1: Node, in2?: Node) => ShaderNodeObject<Node>;
export const mx_subtract: (in1: Node, in2?: Node) => ShaderNodeObject<Node>;
export const mx_multiply: (in1: Node, in2?: Node) => ShaderNodeObject<Node>;
export const mx_divide: (in1: Node, in2?: Node) => ShaderNodeObject<Node>;
export const mx_modulo: (in1: Node, in2?: Node) => ShaderNodeObject<Node>;
export const mx_power: (in1: Node, in2?: Node) => ShaderNodeObject<Node>;
export const mx_atan2: (in1?: Node, in2?: Node) => ShaderNodeObject<Node>;
export const mx_timer: () => ShaderNodeObject<Node>;
export const mx_frame: () => ShaderNodeObject<Node>;
export const mx_invert: (in1: Node, amount?: Node) => ShaderNodeObject<Node>;
export const mx_ifgreater: (value1: Node, value2: Node, in1: Node, in2: Node) => ShaderNodeObject<Node>;
export const mx_ifgreatereq: (value1: Node, value2: Node, in1: Node, in2: Node) => ShaderNodeObject<Node>;
export const mx_ifequal: (value1: Node, value2: Node, in1: Node, in2: Node) => ShaderNodeObject<Node>;
export const mx_separate: (in1: Node, channelOrOut?: string | number) => ShaderNodeObject<Node>;
export const mx_place2d: (
texcoord: Node,
pivot?: Node,
scale?: Node,
rotate?: Node,
offset?: Node,
) => ShaderNodeObject<Node>;
export const mx_rotate2d: (input: Node, amount: Node) => ShaderNodeObject<Node>;
export const mx_rotate3d: (input: Node, amount: Node, axis: Node) => ShaderNodeObject<Node>;
export const mx_heighttonormal: (input: Node, scale: Node) => ShaderNodeObject<Node>;