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@types/three

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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>;