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three

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JavaScript 3D library

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import UniformNode, { uniform } from '../core/UniformNode.js'; import { uv } from './UV.js'; import { textureSize } from './TextureSizeNode.js'; import { colorSpaceToWorking } from '../display/ColorSpaceNode.js'; import { expression } from '../code/ExpressionNode.js'; import { maxMipLevel } from '../utils/MaxMipLevelNode.js'; import { nodeProxy, vec3, nodeObject, int, Fn } from '../tsl/TSLBase.js'; import { step } from '../math/MathNode.js'; import { getTextureType, hash } from '../core/NodeUtils.js'; import { Compatibility, GreaterCompare, GreaterEqualCompare, IntType, LessCompare, LessEqualCompare, NearestFilter, UnsignedIntType } from '../../constants.js'; import { Texture } from '../../textures/Texture.js'; import { warn, warnOnce } from '../../utils.js'; import NodeError from '../core/NodeError.js'; const EmptyTexture = /*@__PURE__*/ new Texture(); /** * This type of uniform node represents a 2D texture. * * @augments UniformNode */ class TextureNode extends UniformNode { static get type() { return 'TextureNode'; } /** * Constructs a new texture node. * * @param {Texture} [value=EmptyTexture] - The texture. * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node. * @param {?Node<int>} [levelNode=null] - The level node. * @param {?Node<float>} [biasNode=null] - The bias node. */ constructor( value = EmptyTexture, uvNode = null, levelNode = null, biasNode = null ) { super( value ); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isTextureNode = true; /** * Represents the texture coordinates. * * @type {?Node<vec2|vec3>} * @default null */ this.uvNode = uvNode; /** * Represents the mip level that should be selected. * * @type {?Node<int>} * @default null */ this.levelNode = levelNode; /** * Represents the bias to be applied during level-of-detail computation. * * @type {?Node<float>} * @default null */ this.biasNode = biasNode; /** * Represents a reference value a texture sample is compared to. * * @type {?Node<float>} * @default null */ this.compareNode = null; /** * When using texture arrays, the depth node defines the layer to select. * * @type {?Node<int>} * @default null */ this.depthNode = null; /** * When defined, a texture is sampled using explicit gradients. * * @type {?Array<Node<vec2>>} * @default null */ this.gradNode = null; /** * Represents the optional index constant of the channel to gather. * This must be in range [0, 3] and a compile-time constant. * * @type {?Node<int>} * @default null */ this.gatherNode = null; /** * Represents the optional texel offset applied to the unnormalized texture * coordinate before sampling the texture. * * @type {?Node<ivec2|ivec3>} * @default null */ this.offsetNode = null; /** * Whether texture values should be sampled or fetched. * * @type {boolean} * @default true */ this.sampler = true; /** * Whether the uv transformation matrix should be * automatically updated or not. Use `setUpdateMatrix()` * if you want to change the value of the property. * * @type {boolean} * @default false */ this.updateMatrix = false; /** * The reference node. * * @type {?Node} * @default null */ this.referenceNode = null; /** * The mergeable value is stored in a private property. * * @private * @type {boolean} * @default true */ this._mergeable = true; /** * The texture value is stored in a private property. * * @private * @type {Texture} */ this._value = value; /** * The uniform node that represents the uv transformation matrix. * * @private * @type {?UniformNode<mat3>} * @default null */ this._matrixUniform = null; /** * The uniform node that represents the y-flip. Only required for WebGL. * * @private * @type {?UniformNode<bool>} * @default null */ this._flipYUniform = null; /** * Whether the node is used as a comparison sampler, e.g. via `samplerComparison()`. * * @private * @type {boolean} * @default false */ this._samplerComparison = false; this.setUpdateMatrix( uvNode === null ); } set mergeable( value ) { if ( this.referenceNode ) { this.referenceNode.mergeable = value; } else { this._mergeable = value; } } /** * Whether the uniform may be merged with other uniforms at compile-time. * * @type {boolean} * @default true */ get mergeable() { return this.referenceNode ? this.referenceNode.mergeable : this._mergeable; } set value( value ) { if ( this.referenceNode ) { this.referenceNode.value = value; } else { this._value = value; } } /** * The texture value. * * @type {Texture} */ get value() { return this.referenceNode ? this.referenceNode.value : this._value; } /** * Overwritten since the uniform hash is defined by the texture's UUID - if mergeable - and the hash of its reference node otherwise. * * @param {NodeBuilder} builder - The current node builder. * @return {string} The uniform hash. */ getUniformHash( builder ) { if ( this.referenceNode && ! this.referenceNode.mergeable ) { return this.referenceNode.getHash( builder ); } if ( ! this._mergeable ) { return this.getHash( builder ); } return this.value.uuid; } /** * Overwritten since the texture's type and filters influence the generated shader code. * * @return {number} The custom cache key. */ customCacheKey() { const { type, minFilter, magFilter } = this.value; return hash( this.id, type, minFilter, magFilter ); } /** * Overwritten since the node type is inferred from the texture type. * * @param {NodeBuilder} builder - The current node builder. * @return {string} The node type. */ generateNodeType( /*builder*/ ) { if ( this.gatherNode !== null ) { return 'vec4'; } return getTextureType( this.value ); } /** * Overwrites the default implementation to return a fixed value `'texture'`. * * @param {NodeBuilder} builder - The current node builder. * @return {string} The input type. */ getInputType( /*builder*/ ) { return 'texture'; } /** * Returns a default uvs based on the current texture's channel. * * @return {AttributeNode<vec2>} The default uvs. */ getDefaultUV() { return uv( this.value.channel ); } /** * Overwritten to always return the texture reference of the node. * * @param {any} state - This method can be invocated in different contexts so `state` can refer to any object type. * @return {Texture} The texture reference. */ updateReference( /*state*/ ) { return this.value; } /** * Transforms the given uv node with the texture transformation matrix. * * @param {Node} uvNode - The uv node to transform. * @return {Node} The transformed uv node. */ getTransformedUV( uvNode ) { return this._getMatrixUniform().mul( vec3( uvNode, 1 ) ).xy; } /** * Transforms the given uv gradient with the linear part of the texture matrix. * * @private * @param {Node<vec2>} gradientNode - The uv gradient. * @return {Node<vec2>} The transformed gradient. */ _getTransformedGradient( gradientNode ) { return this._getMatrixUniform().mul( vec3( gradientNode, 0 ) ).xy; } /** * Returns the uniform of the texture matrix shared by all nodes of the same base texture node. * * @private * @return {UniformNode<mat3>} The texture matrix uniform. */ _getMatrixUniform() { const baseNode = this.getBase(); if ( baseNode._matrixUniform === null ) { baseNode._matrixUniform = uniform( baseNode.value.matrix ).onObjectUpdate( () => { const texture = baseNode.value; if ( texture.matrixAutoUpdate === true ) texture.updateMatrix(); return texture.matrix; } ); } return baseNode._matrixUniform; } /** * Defines whether the uv transformation matrix should automatically be updated or not. * * @param {boolean} value - The update toggle. * @return {TextureNode} A reference to this node. */ setUpdateMatrix( value ) { this.updateMatrix = value; return this; } /** * Setups the uv node. Depending on the backend as well as texture's image and type, it might be necessary * to modify the uv node for correct sampling. * * @param {NodeBuilder} builder - The current node builder. * @param {Node} uvNode - The uv node to setup. * @return {Node} The updated uv node. */ setupUV( builder, uvNode ) { if ( builder.isFlipY() ) { const baseNode = this.getBase(); if ( baseNode._flipYUniform === null ) { baseNode._flipYUniform = uniform( false ).onObjectUpdate( () => { const texture = baseNode.value; return ( texture.image instanceof ImageBitmap && texture.flipY === true ) || texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true; } ); } uvNode = uvNode.toVar(); if ( this.sampler ) { uvNode = baseNode._flipYUniform.select( uvNode.flipY(), uvNode ); } else { uvNode = baseNode._flipYUniform.select( uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( int( uvNode.y ) ).sub( 1 ) ), uvNode ); } } return uvNode; } /** * Setups texture node by preparing the internal nodes for code generation. * * @param {NodeBuilder} builder - The current node builder. */ setup( builder ) { const properties = builder.getNodeProperties( this ); properties.referenceNode = this.referenceNode; // const texture = this.value; if ( ! texture || texture.isTexture !== true ) { throw new NodeError( 'THREE.TSL: `texture( value )` function expects a valid instance of THREE.Texture().', this.stackTrace ); } // const uvNode = Fn( () => { let uvNode = this.uvNode; if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) { uvNode = builder.context.getUV( this, builder ); } if ( ! uvNode ) uvNode = this.getDefaultUV(); if ( this.updateMatrix === true ) { uvNode = this.getTransformedUV( uvNode ); } uvNode = this.setupUV( builder, uvNode ); return uvNode; } )(); // let levelNode = this.levelNode; if ( levelNode === null && builder.context.getTextureLevel ) { levelNode = builder.context.getTextureLevel( this ); } // let compareNode = null; let compareStepNode = null; if ( this.compareNode !== null ) { if ( builder.renderer.hasCompatibility( Compatibility.TEXTURE_COMPARE ) ) { compareNode = this.compareNode; } else { const compareFunction = texture.compareFunction; if ( compareFunction === null || compareFunction === LessCompare || compareFunction === LessEqualCompare || compareFunction === GreaterCompare || compareFunction === GreaterEqualCompare ) { compareStepNode = this.compareNode; } else { compareNode = this.compareNode; warnOnce( 'TSL: Only "LessCompare", "LessEqualCompare", "GreaterCompare" and "GreaterEqualCompare" are supported for depth texture comparison fallback.' ); } } } // the context can provide analytic gradients of the default uv, e.g. if the uv is reconstructed per fragment let gradNode = this.gradNode; if ( gradNode === null && this.uvNode === null && levelNode === null && this.biasNode === null && this.sampler === true && builder.context.getTextureGradient ) { const gradient = builder.context.getTextureGradient( this, builder ); if ( gradient ) { gradNode = this.updateMatrix === true ? gradient.map( ( node ) => this._getTransformedGradient( node ) ) : gradient; } } properties.uvNode = uvNode; properties.levelNode = levelNode; properties.biasNode = this.biasNode; properties.compareNode = compareNode; properties.compareStepNode = compareStepNode; properties.gradNode = gradNode; properties.gatherNode = this.gatherNode; properties.depthNode = this.depthNode; properties.offsetNode = this.offsetNode; } /** * Generates the uv code snippet. * * @param {NodeBuilder} builder - The current node builder. * @param {Node} uvNode - The uv node to generate code for. * @return {string} The generated code snippet. */ generateUV( builder, uvNode ) { return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' ); } /** * Generates the offset code snippet. * * @param {NodeBuilder} builder - The current node builder. * @param {Node} offsetNode - The offset node to generate code for. * @return {string} The generated code snippet. */ generateOffset( builder, offsetNode ) { return offsetNode.build( builder, 'ivec2' ); } /** * Generates the snippet for the texture sampling. * * @param {NodeBuilder} builder - The current node builder. * @param {string} textureProperty - The texture property. * @param {string} uvSnippet - The uv snippet. * @param {?string} levelSnippet - The level snippet. * @param {?string} biasSnippet - The bias snippet. * @param {?string} depthSnippet - The depth snippet. * @param {?string} compareSnippet - The compare snippet. * @param {?Array<string>} gradSnippet - The grad snippet. * @param {?string} gatherSnippet - The gather snippet. * @param {?string} offsetSnippet - The offset snippet. * @param {?string} flipYSnippet - The y-flip snippet. Only used for WebGL. * @return {string} The generated code snippet. */ generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet, gatherSnippet, offsetSnippet, flipYSnippet ) { const texture = this.value; let snippet; if ( biasSnippet ) { snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, offsetSnippet ); } else if ( gradSnippet ) { snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, offsetSnippet ); } else if ( gatherSnippet ) { if ( compareSnippet ) { snippet = builder.generateTextureGatherCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, offsetSnippet, flipYSnippet ); } else { snippet = builder.generateTextureGather( texture, textureProperty, uvSnippet, gatherSnippet, depthSnippet, offsetSnippet, flipYSnippet ); } } else if ( compareSnippet ) { snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, offsetSnippet ); } else if ( this.sampler === false ) { snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, offsetSnippet ); } else if ( levelSnippet ) { snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, offsetSnippet ); } else { snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet ); } return snippet; } /** * Generates the code snippet of the texture node. * * @param {NodeBuilder} builder - The current node builder. * @param {string} output - The current output. * @return {string} The generated code snippet. */ generate( builder, output ) { const texture = this.value; const properties = builder.getNodeProperties( this ); const textureProperty = super.generate( builder, 'property' ); if ( output === 'samplerComparison' || properties.compareNode !== null ) { // make sure the texture node creates a binding with a comparison sampler if necessary this.getSharedNode( builder )._samplerComparison = true; } if ( /^sampler/.test( output ) ) { return textureProperty + '_sampler'; } else if ( builder.isReference( output ) ) { return textureProperty; } else { const nodeData = builder.getDataFromNode( this ); const nodeType = this.getNodeType( builder ); let propertyName = nodeData.propertyName; if ( propertyName === undefined ) { const { uvNode, levelNode, biasNode, compareNode, compareStepNode, depthNode, gradNode, gatherNode, offsetNode } = properties; const uvSnippet = this.generateUV( builder, uvNode ); const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null; const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null; const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null; const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null; const compareStepSnippet = compareStepNode ? compareStepNode.build( builder, 'float' ) : null; const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null; const gatherSnippet = gatherNode ? gatherNode.build( builder, 'int' ) : null; const offsetSnippet = offsetNode ? this.generateOffset( builder, offsetNode ) : null; const flipYUniform = this.getBase()._flipYUniform; const flipYSnippet = flipYUniform ? flipYUniform.build( builder, 'bool' ) : null; let finalDepthSnippet = depthSnippet; if ( finalDepthSnippet === null && texture.isArrayTexture && this.isTexture3DNode !== true ) { finalDepthSnippet = '0'; } const nodeVar = builder.getVarFromNode( this ); propertyName = builder.getPropertyName( nodeVar ); let snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, finalDepthSnippet, compareSnippet, gradSnippet, gatherSnippet, offsetSnippet, flipYSnippet ); let snippetType; if ( texture.isDepthTexture === true && gatherSnippet === null ) { snippetType = 'float'; } else { snippetType = texture.type === UnsignedIntType ? 'uvec4' : ( texture.type === IntType ? 'ivec4' : 'vec4' ); } snippet = builder.format( snippet, snippetType, nodeType ); if ( compareStepSnippet !== null ) { const compareFunction = texture.compareFunction; if ( compareFunction === GreaterCompare || compareFunction === GreaterEqualCompare ) { snippet = step( expression( snippet, nodeType ), expression( compareStepSnippet, 'float' ) ).build( builder, nodeType ); } else { snippet = step( expression( compareStepSnippet, 'float' ), expression( snippet, nodeType ) ).build( builder, nodeType ); } } builder.addLineFlowCode( `${propertyName} = ${snippet}`, this ); nodeData.snippet = snippet; nodeData.propertyName = propertyName; } let snippet = propertyName; if ( builder.needsToWorkingColorSpace( texture ) ) { snippet = colorSpaceToWorking( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType ); } return builder.format( snippet, nodeType, output ); } } /** * Sets the sampler value. * * @param {boolean} value - The sampler value to set. * @return {TextureNode} A reference to this texture node. */ setSampler( value ) { this.sampler = value; return this; } /** * Returns the sampler value. * * @return {boolean} The sampler value. */ getSampler() { return this.sampler; } // @TODO: Move to TSL /** * Samples the texture with the given uv node. * * @param {Node} uvNode - The uv node. * @return {TextureNode} A texture node representing the texture sample. */ sample( uvNode ) { const textureNode = this.clone(); textureNode.uvNode = nodeObject( uvNode ); textureNode.referenceNode = this.getBase(); return textureNode; } /** * TSL function for creating a texture node that fetches/loads texels without interpolation. * * @param {Node<uvec2>} uvNode - The uv node. * @returns {TextureNode} A texture node representing the texture load. */ load( uvNode ) { return this.sample( uvNode ).setSampler( false ); } /** * Samples a blurred version of the texture by defining an internal bias. * * @param {Node<float>} amountNode - How blurred the texture should be. * @return {TextureNode} A texture node representing the texture sample. */ blur( amountNode ) { const textureNode = this.clone(); textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) ); textureNode.referenceNode = this.getBase(); const map = textureNode.value; if ( textureNode.generateMipmaps === false && ( map && map.generateMipmaps === false || map.minFilter === NearestFilter || map.magFilter === NearestFilter ) ) { warn( 'TSL: texture().blur() requires mipmaps and sampling. Use .generateMipmaps=true and .minFilter/.magFilter=THREE.LinearFilter in the Texture.' ); textureNode.biasNode = null; } return textureNode; } /** * Samples a specific mip of the texture. * * @param {Node<int>} levelNode - The mip level to sample. * @return {TextureNode} A texture node representing the texture sample. */ level( levelNode ) { const textureNode = this.clone(); textureNode.levelNode = nodeObject( levelNode ); textureNode.referenceNode = this.getBase(); return textureNode; } /** * Returns the texture size of the requested level. * * @param {Node<int>} levelNode - The level to compute the size for. * @return {TextureSizeNode} The texture size. */ size( levelNode ) { return textureSize( this, levelNode ); } /** * Samples the texture with the given bias. * * @param {Node<float>} biasNode - The bias node. * @return {TextureNode} A texture node representing the texture sample. */ bias( biasNode ) { const textureNode = this.clone(); textureNode.biasNode = nodeObject( biasNode ); textureNode.referenceNode = this.getBase(); return textureNode; } /** * Returns the base texture of this node. * @return {TextureNode} The base texture node. */ getBase() { return this.referenceNode ? this.referenceNode.getBase() : this; } /** * Samples the texture by executing a compare operation. * * @param {Node<float>} compareNode - The node that defines the compare value. * @return {TextureNode} A texture node representing the texture sample. */ compare( compareNode ) { const textureNode = this.clone(); textureNode.compareNode = nodeObject( compareNode ); textureNode.referenceNode = this.getBase(); return textureNode; } /** * Samples the texture using an explicit gradient. * * @param {Node<vec2>} gradNodeX - The gradX node. * @param {Node<vec2>} gradNodeY - The gradY node. * @return {TextureNode} A texture node representing the texture sample. */ grad( gradNodeX, gradNodeY ) { const textureNode = this.clone(); textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ]; textureNode.referenceNode = this.getBase(); return textureNode; } /** * Gathers four texels from the texture. * * @param {Node<int>} gatherNode - The index of the channel to read. This must be in range [0, 3] and a compile-time constant. * @return {TextureNode} A texture node representing the texture sample. */ gather( gatherNode = 0 ) { const textureNode = this.clone(); textureNode.gatherNode = nodeObject( gatherNode ); textureNode.referenceNode = this.getBase(); return textureNode; } /** * Returns `true` if the texture is sampled with a depth comparison, * meaning the node must be bound with a comparison sampler. * * @return {boolean} Whether comparison sampling is used or not. */ isSampleCompare() { return this.compareNode !== null || this._samplerComparison === true; } /** * Samples the texture by defining a depth node. * * @param {Node<int>} depthNode - The depth node. * @return {TextureNode} A texture node representing the texture sample. */ depth( depthNode ) { const textureNode = this.clone(); textureNode.depthNode = nodeObject( depthNode ); textureNode.referenceNode = this.getBase(); return textureNode; } /** * Samples the texture by defining an offset node. * * @param {Node<ivec2>} offsetNode - The offset node. * @return {TextureNode} A texture node representing the texture sample. */ offset( offsetNode ) { const textureNode = this.clone(); textureNode.offsetNode = nodeObject( offsetNode ); textureNode.referenceNode = this.getBase(); return textureNode; } // -- serialize( data ) { super.serialize( data ); data.value = this.value.toJSON( data.meta ).uuid; data.sampler = this.sampler; data.updateMatrix = this.updateMatrix; } deserialize( data ) { super.deserialize( data ); this.value = data.meta.textures[ data.value ]; this.sampler = data.sampler; this.updateMatrix = data.updateMatrix; } /** * Clones the texture node. * * @return {TextureNode} The cloned texture node. */ clone() { const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode ); newNode.sampler = this.sampler; newNode.depthNode = this.depthNode; newNode.compareNode = this.compareNode; newNode.gradNode = this.gradNode; newNode.gatherNode = this.gatherNode; newNode.offsetNode = this.offsetNode; return newNode; } } export default TextureNode; /** * TSL function for creating a texture node. * * @tsl * @function * @param {?Texture} value - The texture. * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node. * @param {?Node<int>} [levelNode=null] - The level node. * @param {?Node<float>} [biasNode=null] - The bias node. * @returns {TextureNode} */ const textureBase = /*@__PURE__*/ nodeProxy( TextureNode ).setParameterLength( 1, 4 ).setName( 'texture' ); /** * TSL function for creating a texture node or sample a texture node already existing. * * @tsl * @function * @param {?(Texture|TextureNode)} [value=EmptyTexture] - The texture. * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node. * @param {?Node<int>} [levelNode=null] - The level node. * @param {?Node<float>} [biasNode=null] - The bias node. * @returns {TextureNode} */ export const texture = ( value = EmptyTexture, uvNode = null, levelNode = null, biasNode = null ) => { let textureNode; if ( value && value.isTextureNode === true ) { textureNode = value.clone(); textureNode.referenceNode = value.getBase(); // Ensure the reference is set to the original node if ( uvNode !== null ) textureNode.uvNode = nodeObject( uvNode ); if ( levelNode !== null ) textureNode.levelNode = nodeObject( levelNode ); if ( biasNode !== null ) textureNode.biasNode = nodeObject( biasNode ); } else { textureNode = textureBase( value, uvNode, levelNode, biasNode ); } return textureNode; }; /** * TSL function for creating a non-mergeable uniform texture node. * * @tsl * @function * @param {?Texture} value - The texture. * @returns {TextureNode} */ export const uniformTexture = ( value = EmptyTexture ) => { const textureNode = texture( value ); textureNode.mergeable = false; return textureNode; }; /** * TSL function for creating a texture node that fetches/loads texels without interpolation. * * @tsl * @function * @param {?(Texture|TextureNode)} [value=EmptyTexture] - The texture. * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node. * @param {?Node<int>} [levelNode=null] - The level node. * @param {?Node<float>} [biasNode=null] - The bias node. * @returns {TextureNode} */ export const textureLoad = ( ...params ) => texture( ...params ).setSampler( false ); export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level ); /** * Converts a texture or texture node to a sampler. * * @tsl * @function * @param {TextureNode|Texture} value - The texture or texture node to convert. * @returns {Node} */ export const sampler = ( value ) => ( value.isNode === true ? value : texture( value ) ).convert( 'sampler' ); /** * Converts a texture or texture node to a sampler comparison. * * @tsl * @function * @param {TextureNode|Texture} value - The texture or texture node to convert. * @returns {Node} */ export const samplerComparison = ( value ) => ( value.isNode === true ? value : texture( value ) ).convert( 'samplerComparison' );