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2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/AfterImageNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -239,6 +239,6 @@ class AfterImageNode extends TempNode {
* @param {(Node<float>|number)} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.
* @returns {AfterImageNode}
*/
export const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( convertToTexture( node ), nodeObject( damp ) ) );
export const afterImage = ( node, damp ) => new AfterImageNode( convertToTexture( node ), nodeObject( damp ) );

export default AfterImageNode;
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/AnaglyphPassNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { Matrix3, NodeMaterial, Vector3 } from 'three/webgpu';
import { clamp, nodeObject, Fn, vec4, uv, uniform, max } from 'three/tsl';
import { clamp, Fn, vec4, uv, uniform, max } from 'three/tsl';
import StereoCompositePassNode from './StereoCompositePassNode.js';
import { frameCorners } from '../../utils/CameraUtils.js';

Expand Down Expand Up @@ -546,4 +546,4 @@ export { AnaglyphAlgorithm, AnaglyphColorMode };
* @param {Camera} camera - The camera to render the scene with.
* @returns {AnaglyphPassNode}
*/
export const anaglyphPass = ( scene, camera ) => nodeObject( new AnaglyphPassNode( scene, camera ) );
export const anaglyphPass = ( scene, camera ) => new AnaglyphPassNode( scene, camera );
2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/AnamorphicNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -277,6 +277,6 @@ class AnamorphicNode extends TempNode {
* @param {number} [samples=32] - More samples result in larger flares and a more expensive runtime behavior.
* @returns {AnamorphicNode}
*/
export const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( convertToTexture( node ), nodeObject( threshold ), nodeObject( scale ), samples ) );
export const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => new AnamorphicNode( convertToTexture( node ), nodeObject( threshold ), nodeObject( scale ), samples );

export default AnamorphicNode;
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/BilateralBlurNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu';
import { nodeObject, Fn, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, luminance, abs, exp, max } from 'three/tsl';
import { Fn, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, luminance, abs, exp, max } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();

Expand Down Expand Up @@ -361,4 +361,4 @@ export default BilateralBlurNode;
* @param {number} sigmaColor - Controls the intensity kernel. Higher values allow more color difference to be blurred together.
* @returns {BilateralBlurNode}
*/
export const bilateralBlur = ( node, directionNode, sigma, sigmaColor ) => nodeObject( new BilateralBlurNode( convertToTexture( node ), directionNode, sigma, sigmaColor ) );
export const bilateralBlur = ( node, directionNode, sigma, sigmaColor ) => new BilateralBlurNode( convertToTexture( node ), directionNode, sigma, sigmaColor );
2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/BloomNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -529,6 +529,6 @@ class BloomNode extends TempNode {
* @param {number} [threshold=0] - The luminance threshold limits which bright areas contribute to the bloom effect.
* @returns {BloomNode}
*/
export const bloom = ( node, strength, radius, threshold ) => nodeObject( new BloomNode( nodeObject( node ), strength, radius, threshold ) );
export const bloom = ( node, strength, radius, threshold ) => new BloomNode( nodeObject( node ), strength, radius, threshold );

export default BloomNode;
2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/DenoiseNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -331,4 +331,4 @@ function generateDefaultNoise( size = 64 ) {
* @param {Camera} camera - The camera the scene is rendered with.
* @returns {DenoiseNode}
*/
export const denoise = ( node, depthNode, normalNode, camera ) => nodeObject( new DenoiseNode( convertToTexture( node ), nodeObject( depthNode ), nodeObject( normalNode ), camera ) );
export const denoise = ( node, depthNode, normalNode, camera ) => new DenoiseNode( convertToTexture( node ), nodeObject( depthNode ), nodeObject( normalNode ), camera );
2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/DepthOfFieldNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -551,4 +551,4 @@ export default DepthOfFieldNode;
* @param {Node<float> | number} bokehScale - A unitless value for artistic purposes to adjust the size of the bokeh.
* @returns {DepthOfFieldNode}
*/
export const dof = ( node, viewZNode, focusDistance = 1, focalLength = 1, bokehScale = 1 ) => nodeObject( new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focusDistance ), nodeObject( focalLength ), nodeObject( bokehScale ) ) );
export const dof = ( node, viewZNode, focusDistance = 1, focalLength = 1, bokehScale = 1 ) => new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focusDistance ), nodeObject( focalLength ), nodeObject( bokehScale ) );
2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/DotScreenNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -101,4 +101,4 @@ export default DotScreenNode;
* @param {number} [scale=1] - The scale of the effect. A higher value means smaller dots.
* @returns {DotScreenNode}
*/
export const dotScreen = ( node, angle, scale ) => nodeObject( new DotScreenNode( nodeObject( node ), angle, scale ) );
export const dotScreen = ( node, angle, scale ) => new DotScreenNode( nodeObject( node ), angle, scale );
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/FXAANode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { Vector2, TempNode } from 'three/webgpu';
import { nodeObject, Fn, uniformArray, select, float, NodeUpdateType, uv, dot, clamp, uniform, convertToTexture, smoothstep, bool, vec2, vec3, If, Loop, max, min, Break, abs } from 'three/tsl';
import { Fn, uniformArray, select, float, NodeUpdateType, uv, dot, clamp, uniform, convertToTexture, smoothstep, bool, vec2, vec3, If, Loop, max, min, Break, abs } from 'three/tsl';

/**
* Post processing node for applying FXAA. This node requires sRGB input
Expand Down Expand Up @@ -362,4 +362,4 @@ export default FXAANode;
* @param {Node<vec4>} node - The node that represents the input of the effect.
* @returns {FXAANode}
*/
export const fxaa = ( node ) => nodeObject( new FXAANode( convertToTexture( node ) ) );
export const fxaa = ( node ) => new FXAANode( convertToTexture( node ) );
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/GodraysNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { Frustum, Matrix4, RenderTarget, Vector2, RendererUtils, QuadMesh, TempNode, NodeMaterial, NodeUpdateType, Vector3, Plane, WebGPUCoordinateSystem } from 'three/webgpu';
import { cubeTexture, clamp, viewZToPerspectiveDepth, logarithmicDepthToViewZ, float, Loop, max, nodeObject, Fn, passTexture, uv, dot, uniformArray, If, getViewPosition, uniform, vec4, add, interleavedGradientNoise, screenCoordinate, round, mul, uint, mix, exp, vec3, distance, pow, reference, lightPosition, vec2, bool, texture, perspectiveDepthToViewZ, lightShadowMatrix } from 'three/tsl';
import { cubeTexture, clamp, viewZToPerspectiveDepth, logarithmicDepthToViewZ, float, Loop, max, Fn, passTexture, uv, dot, uniformArray, If, getViewPosition, uniform, vec4, add, interleavedGradientNoise, screenCoordinate, round, mul, uint, mix, exp, vec3, distance, pow, reference, lightPosition, vec2, bool, texture, perspectiveDepthToViewZ, lightShadowMatrix } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
Expand Down Expand Up @@ -621,4 +621,4 @@ export default GodraysNode;
* @param {(DirectionalLight|PointLight)} light - The light the godrays are rendered for.
* @returns {GodraysNode}
*/
export const godrays = ( depthNode, camera, light ) => nodeObject( new GodraysNode( depthNode, camera, light ) );
export const godrays = ( depthNode, camera, light ) => new GodraysNode( depthNode, camera, light );
2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/LensflareNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -276,4 +276,4 @@ export default LensflareNode;
* @param {number} [params.downSampleRatio=4] - Defines how downsampling since the effect is usually not rendered at full resolution.
* @returns {LensflareNode}
*/
export const lensflare = ( node, params ) => nodeObject( new LensflareNode( convertToTexture( node ), params ) );
export const lensflare = ( node, params ) => new LensflareNode( convertToTexture( node ), params );
2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/Lut3DNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -106,4 +106,4 @@ export default Lut3DNode;
* @param {Node<float> | number} intensity - Controls the intensity of the effect.
* @returns {Lut3DNode}
*/
export const lut3D = ( node, lut, size, intensity ) => nodeObject( new Lut3DNode( nodeObject( node ), nodeObject( lut ), size, nodeObject( intensity ) ) );
export const lut3D = ( node, lut, size, intensity ) => new Lut3DNode( nodeObject( node ), nodeObject( lut ), size, nodeObject( intensity ) );
2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/OutlineNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -759,4 +759,4 @@ export default OutlineNode;
* @param {number} [params.downSampleRatio=2] - The downsample ratio.
* @returns {OutlineNode}
*/
export const outline = ( scene, camera, params ) => nodeObject( new OutlineNode( scene, camera, params ) );
export const outline = ( scene, camera, params ) => new OutlineNode( scene, camera, params );
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/ParallaxBarrierPassNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { NodeMaterial } from 'three/webgpu';
import { nodeObject, Fn, vec4, uv, If, mod, screenCoordinate } from 'three/tsl';
import { Fn, vec4, uv, If, mod, screenCoordinate } from 'three/tsl';
import StereoCompositePassNode from './StereoCompositePassNode.js';

/**
Expand Down Expand Up @@ -86,4 +86,4 @@ export default ParallaxBarrierPassNode;
* @param {Camera} camera - The camera to render the scene with.
* @returns {ParallaxBarrierPassNode}
*/
export const parallaxBarrierPass = ( scene, camera ) => nodeObject( new ParallaxBarrierPassNode( scene, camera ) );
export const parallaxBarrierPass = ( scene, camera ) => new ParallaxBarrierPassNode( scene, camera );
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/PixelationPassNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -214,7 +214,7 @@ class PixelationNode extends TempNode {

}

const pixelation = ( node, depthNode, normalNode, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) => nodeObject( new PixelationNode( convertToTexture( node ), convertToTexture( depthNode ), convertToTexture( normalNode ), nodeObject( pixelSize ), nodeObject( normalEdgeStrength ), nodeObject( depthEdgeStrength ) ) );
const pixelation = ( node, depthNode, normalNode, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) => new PixelationNode( convertToTexture( node ), convertToTexture( depthNode ), convertToTexture( normalNode ), nodeObject( pixelSize ), nodeObject( normalEdgeStrength ), nodeObject( depthEdgeStrength ) );

/**
* A special render pass node that renders the scene with a pixelation effect.
Expand Down Expand Up @@ -330,6 +330,6 @@ class PixelationPassNode extends PassNode {
* @param {Node<float> | number} [depthEdgeStrength=0.4] - The depth edge strength.
* @returns {PixelationPassNode}
*/
export const pixelationPass = ( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) => nodeObject( new PixelationPassNode( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) );
export const pixelationPass = ( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) => new PixelationPassNode( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength );

export default PixelationPassNode;
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/RGBShiftNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { TempNode } from 'three/webgpu';
import { nodeObject, Fn, uv, uniform, vec2, sin, cos, vec4, convertToTexture } from 'three/tsl';
import { Fn, uv, uniform, vec2, sin, cos, vec4, convertToTexture } from 'three/tsl';

/**
* Post processing node for shifting/splitting RGB color channels. The effect
Expand Down Expand Up @@ -93,4 +93,4 @@ export default RGBShiftNode;
* @param {number} [angle=0] - Defines in which direction colors are shifted.
* @returns {RGBShiftNode}
*/
export const rgbShift = ( node, amount, angle ) => nodeObject( new RGBShiftNode( convertToTexture( node ), amount, angle ) );
export const rgbShift = ( node, amount, angle ) => new RGBShiftNode( convertToTexture( node ), amount, angle );
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/SMAANode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { HalfFloatType, LinearFilter, NearestFilter, RenderTarget, Texture, Vector2, QuadMesh, NodeMaterial, TempNode, RendererUtils } from 'three/webgpu';
import { abs, nodeObject, Fn, NodeUpdateType, uv, uniform, convertToTexture, varyingProperty, vec2, vec4, modelViewProjection, passTexture, max, step, dot, float, texture, If, Loop, int, Break, sqrt, sign, mix } from 'three/tsl';
import { abs, Fn, NodeUpdateType, uv, uniform, convertToTexture, varyingProperty, vec2, vec4, modelViewProjection, passTexture, max, step, dot, float, texture, If, Loop, int, Break, sqrt, sign, mix } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
Expand Down Expand Up @@ -765,4 +765,4 @@ export default SMAANode;
* @param {Node<vec4>} node - The node that represents the input of the effect.
* @returns {SMAANode}
*/
export const smaa = ( node ) => nodeObject( new SMAANode( convertToTexture( node ) ) );
export const smaa = ( node ) => new SMAANode( convertToTexture( node ) );
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/SSAAPassNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { AdditiveBlending, Color, Vector2, RendererUtils, PassNode, QuadMesh, NodeMaterial } from 'three/webgpu';
import { nodeObject, uniform, mrt, texture, getTextureIndex, unpremultiplyAlpha } from 'three/tsl';
import { uniform, mrt, texture, getTextureIndex, unpremultiplyAlpha } from 'three/tsl';

const _size = /*@__PURE__*/ new Vector2();

Expand Down Expand Up @@ -355,4 +355,4 @@ const _JitterVectors = [
* @param {Camera} camera - The camera to render the scene with.
* @returns {SSAAPassNode}
*/
export const ssaaPass = ( scene, camera ) => nodeObject( new SSAAPassNode( scene, camera ) );
export const ssaaPass = ( scene, camera ) => new SSAAPassNode( scene, camera );
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/SSGINode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils, MathUtils } from 'three/webgpu';
import { clamp, normalize, reference, nodeObject, Fn, NodeUpdateType, uniform, vec4, passTexture, uv, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getViewPosition, screenCoordinate, float, sub, fract, dot, vec2, rand, vec3, Loop, mul, PI, cos, sin, uint, cross, acos, sign, pow, luminance, If, max, abs, Break, sqrt, HALF_PI, div, ceil, shiftRight, convertToTexture, bool, getNormalFromDepth, countOneBits, interleavedGradientNoise } from 'three/tsl';
import { clamp, normalize, reference, Fn, NodeUpdateType, uniform, vec4, passTexture, uv, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getViewPosition, screenCoordinate, float, sub, fract, dot, vec2, rand, vec3, Loop, mul, PI, cos, sin, uint, cross, acos, sign, pow, luminance, If, max, abs, Break, sqrt, HALF_PI, div, ceil, shiftRight, convertToTexture, bool, getNormalFromDepth, countOneBits, interleavedGradientNoise } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
Expand Down Expand Up @@ -639,4 +639,4 @@ export default SSGINode;
* @param {Camera} camera - The camera the scene is rendered with.
* @returns {SSGINode}
*/
export const ssgi = ( beautyNode, depthNode, normalNode, camera ) => nodeObject( new SSGINode( convertToTexture( beautyNode ), depthNode, normalNode, camera ) );
export const ssgi = ( beautyNode, depthNode, normalNode, camera ) => new SSGINode( convertToTexture( beautyNode ), depthNode, normalNode, camera );
2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/SSRNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -653,4 +653,4 @@ export default SSRNode;
* @param {?Camera} [camera=null] - The camera the scene is rendered with.
* @returns {SSRNode}
*/
export const ssr = ( colorNode, depthNode, normalNode, metalnessNode, roughnessNode = null, camera = null ) => nodeObject( new SSRNode( nodeObject( colorNode ), nodeObject( depthNode ), nodeObject( normalNode ), nodeObject( metalnessNode ), nodeObject( roughnessNode ), camera ) );
export const ssr = ( colorNode, depthNode, normalNode, metalnessNode, roughnessNode = null, camera = null ) => new SSRNode( nodeObject( colorNode ), nodeObject( depthNode ), nodeObject( normalNode ), nodeObject( metalnessNode ), nodeObject( roughnessNode ), camera );
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/SSSNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { RedFormat, RenderTarget, Vector2, RendererUtils, QuadMesh, TempNode, NodeMaterial, NodeUpdateType, UnsignedByteType } from 'three/webgpu';
import { reference, viewZToPerspectiveDepth, logarithmicDepthToViewZ, getScreenPosition, getViewPosition, float, Break, Loop, int, max, abs, If, interleavedGradientNoise, screenCoordinate, nodeObject, Fn, passTexture, uv, uniform, perspectiveDepthToViewZ, orthographicDepthToViewZ, vec2, lightPosition, lightTargetPosition, fract, rand, mix } from 'three/tsl';
import { reference, viewZToPerspectiveDepth, logarithmicDepthToViewZ, getScreenPosition, getViewPosition, float, Break, Loop, int, max, abs, If, interleavedGradientNoise, screenCoordinate, Fn, passTexture, uv, uniform, perspectiveDepthToViewZ, orthographicDepthToViewZ, vec2, lightPosition, lightTargetPosition, fract, rand, mix } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
Expand Down Expand Up @@ -487,4 +487,4 @@ export default SSSNode;
* @param {DirectionalLight} mainLight - The main directional light of the scene.
* @returns {SSSNode}
*/
export const sss = ( depthNode, camera, mainLight ) => nodeObject( new SSSNode( depthNode, camera, mainLight ) );
export const sss = ( depthNode, camera, mainLight ) => new SSSNode( depthNode, camera, mainLight );
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/SobelOperatorNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { Vector2, TempNode, NodeUpdateType } from 'three/webgpu';
import { nodeObject, Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl';
import { Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl';

/**
* Post processing node for detecting edges with a sobel filter.
Expand Down Expand Up @@ -165,4 +165,4 @@ export default SobelOperatorNode;
* @param {Node<vec4>} node - The node that represents the input of the effect.
* @returns {SobelOperatorNode}
*/
export const sobel = ( node ) => nodeObject( new SobelOperatorNode( convertToTexture( node ) ) );
export const sobel = ( node ) => new SobelOperatorNode( convertToTexture( node ) );
3 changes: 1 addition & 2 deletions examples/jsm/tsl/display/StereoPassNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,4 @@
import { StereoCamera, Vector2, PassNode, RendererUtils } from 'three/webgpu';
import { nodeObject } from 'three/tsl';

const _size = /*@__PURE__*/ new Vector2();

Expand Down Expand Up @@ -117,4 +116,4 @@ export default StereoPassNode;
* @param {Camera} camera - The camera to render the scene with.
* @returns {StereoPassNode}
*/
export const stereoPass = ( scene, camera ) => nodeObject( new StereoPassNode( scene, camera ) );
export const stereoPass = ( scene, camera ) => new StereoPassNode( scene, camera );
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/TRAANode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import { HalfFloatType, Vector2, RenderTarget, RendererUtils, QuadMesh, NodeMaterial, TempNode, NodeUpdateType, Matrix4, DepthTexture } from 'three/webgpu';
import { add, float, If, Fn, max, nodeObject, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity, getViewPosition, viewZToPerspectiveDepth, struct, ivec2, mix } from 'three/tsl';
import { add, float, If, Fn, max, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity, getViewPosition, viewZToPerspectiveDepth, struct, ivec2, mix } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
Expand Down Expand Up @@ -723,4 +723,4 @@ const _haltonOffsets = /*@__PURE__*/ Array.from(
* @param {Camera} camera - The camera the scene is rendered with.
* @returns {TRAANode}
*/
export const traa = ( beautyNode, depthNode, velocityNode, camera ) => nodeObject( new TRAANode( convertToTexture( beautyNode ), depthNode, velocityNode, camera ) );
export const traa = ( beautyNode, depthNode, velocityNode, camera ) => new TRAANode( convertToTexture( beautyNode ), depthNode, velocityNode, camera );
2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/TransitionNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -138,4 +138,4 @@ export default TransitionNode;
* @param {Node<float> | number} useTexture - Whether `mixTextureNode` should influence the transition or not.
* @returns {TransitionNode}
*/
export const transition = ( nodeA, nodeB, mixTextureNode, mixRatio, threshold, useTexture ) => nodeObject( new TransitionNode( convertToTexture( nodeA ), convertToTexture( nodeB ), convertToTexture( mixTextureNode ), nodeObject( mixRatio ), nodeObject( threshold ), nodeObject( useTexture ) ) );
export const transition = ( nodeA, nodeB, mixTextureNode, mixRatio, threshold, useTexture ) => new TransitionNode( convertToTexture( nodeA ), convertToTexture( nodeB ), convertToTexture( mixTextureNode ), nodeObject( mixRatio ), nodeObject( threshold ), nodeObject( useTexture ) );
2 changes: 1 addition & 1 deletion examples/webgpu_compute_birds.html
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@
let pointer, raycaster;
let computeVelocity, computePosition, effectController;

const BIRDS = 16384;
const BIRDS = 8192;
const SPEED_LIMIT = 9.0;
const BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;

Expand Down
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