添加关照、全局等高线、修改图层问题
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408
static/sdk/three/jsm/nodes/accessors/TextureNode.js
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408
static/sdk/three/jsm/nodes/accessors/TextureNode.js
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import UniformNode, { uniform } from '../core/UniformNode.js';
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import { uv } from './UVNode.js';
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import { textureSize } from './TextureSizeNode.js';
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import { colorSpaceToLinear } from '../display/ColorSpaceNode.js';
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import { expression } from '../code/ExpressionNode.js';
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import { addNodeClass } from '../core/Node.js';
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import { maxMipLevel } from '../utils/MaxMipLevelNode.js';
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import { addNodeElement, nodeProxy, vec3, nodeObject } from '../shadernode/ShaderNode.js';
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import { NodeUpdateType } from '../core/constants.js';
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class TextureNode extends UniformNode {
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constructor( value, uvNode = null, levelNode = null ) {
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super( value );
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this.isTextureNode = true;
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this.uvNode = uvNode;
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this.levelNode = levelNode;
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this.compareNode = null;
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this.depthNode = null;
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this.gradNode = null;
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this.sampler = true;
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this.updateMatrix = false;
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this.updateType = NodeUpdateType.NONE;
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this.referenceNode = null;
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this._value = value;
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this.setUpdateMatrix( uvNode === null );
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}
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set value( value ) {
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if ( this.referenceNode ) {
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this.referenceNode.value = value;
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} else {
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this._value = value;
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}
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}
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get value() {
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return this.referenceNode ? this.referenceNode.value : this._value;
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}
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getUniformHash( /*builder*/ ) {
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return this.value.uuid;
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}
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getNodeType( /*builder*/ ) {
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if ( this.value.isDepthTexture === true ) return 'float';
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return 'vec4';
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}
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getInputType( /*builder*/ ) {
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return 'texture';
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}
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getDefaultUV() {
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return uv( this.value.channel );
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}
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updateReference( /*state*/ ) {
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return this.value;
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}
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getTransformedUV( uvNode ) {
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const texture = this.value;
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return uniform( texture.matrix ).mul( vec3( uvNode, 1 ) ).xy;
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}
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setUpdateMatrix( value ) {
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this.updateMatrix = value;
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this.updateType = value ? NodeUpdateType.FRAME : NodeUpdateType.NONE;
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return this;
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}
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setupUV( builder, uvNode ) {
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const texture = this.value;
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if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) {
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uvNode = uvNode.setY( uvNode.y.oneMinus() );
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}
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return uvNode;
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}
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setup( builder ) {
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const properties = builder.getNodeProperties( this );
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//
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let uvNode = this.uvNode;
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if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) {
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uvNode = builder.context.getUV( this );
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}
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if ( ! uvNode ) uvNode = this.getDefaultUV();
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if ( this.updateMatrix === true ) {
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uvNode = this.getTransformedUV( uvNode );
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}
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uvNode = this.setupUV( builder, uvNode );
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//
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let levelNode = this.levelNode;
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if ( levelNode === null && builder.context.getTextureLevel ) {
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levelNode = builder.context.getTextureLevel( this );
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}
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//
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properties.uvNode = uvNode;
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properties.levelNode = levelNode;
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properties.compareNode = this.compareNode;
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properties.gradNode = this.gradNode;
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properties.depthNode = this.depthNode;
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}
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generateUV( builder, uvNode ) {
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return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' );
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}
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generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, depthSnippet, compareSnippet, gradSnippet ) {
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const texture = this.value;
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let snippet;
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if ( levelSnippet ) {
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snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet );
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} else if ( gradSnippet ) {
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snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet );
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} else if ( compareSnippet ) {
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snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet );
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} else if ( this.sampler === false ) {
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snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet );
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} else {
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snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet );
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}
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return snippet;
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}
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generate( builder, output ) {
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const properties = builder.getNodeProperties( this );
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const texture = this.value;
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if ( ! texture || texture.isTexture !== true ) {
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throw new Error( 'TextureNode: Need a three.js texture.' );
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}
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const textureProperty = super.generate( builder, 'property' );
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if ( output === 'sampler' ) {
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return textureProperty + '_sampler';
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} else if ( builder.isReference( output ) ) {
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return textureProperty;
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} else {
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const nodeData = builder.getDataFromNode( this );
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let propertyName = nodeData.propertyName;
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if ( propertyName === undefined ) {
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const { uvNode, levelNode, compareNode, depthNode, gradNode } = properties;
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const uvSnippet = this.generateUV( builder, uvNode );
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const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null;
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const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null;
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const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null;
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const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null;
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const nodeVar = builder.getVarFromNode( this );
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propertyName = builder.getPropertyName( nodeVar );
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const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, depthSnippet, compareSnippet, gradSnippet );
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builder.addLineFlowCode( `${propertyName} = ${snippet}` );
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if ( builder.context.tempWrite !== false ) {
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nodeData.snippet = snippet;
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nodeData.propertyName = propertyName;
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}
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}
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let snippet = propertyName;
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const nodeType = this.getNodeType( builder );
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if ( builder.needsColorSpaceToLinear( texture ) ) {
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snippet = colorSpaceToLinear( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType );
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}
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return builder.format( snippet, nodeType, output );
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}
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}
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setSampler( value ) {
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this.sampler = value;
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return this;
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}
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getSampler() {
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return this.sampler;
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}
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// @TODO: Move to TSL
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uv( uvNode ) {
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const textureNode = this.clone();
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textureNode.uvNode = uvNode;
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textureNode.referenceNode = this;
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return nodeObject( textureNode );
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}
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blur( levelNode ) {
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const textureNode = this.clone();
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textureNode.levelNode = levelNode.mul( maxMipLevel( textureNode ) );
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textureNode.referenceNode = this;
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return nodeObject( textureNode );
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}
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level( levelNode ) {
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const textureNode = this.clone();
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textureNode.levelNode = levelNode;
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textureNode.referenceNode = this;
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return textureNode;
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}
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size( levelNode ) {
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return textureSize( this, levelNode );
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}
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compare( compareNode ) {
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const textureNode = this.clone();
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textureNode.compareNode = nodeObject( compareNode );
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textureNode.referenceNode = this;
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return nodeObject( textureNode );
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}
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grad( gradNodeX, gradNodeY ) {
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const textureNode = this.clone();
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textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ];
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textureNode.referenceNode = this;
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return nodeObject( textureNode );
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}
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depth( depthNode ) {
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const textureNode = this.clone();
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textureNode.depthNode = nodeObject( depthNode );
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textureNode.referenceNode = this;
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return nodeObject( textureNode );
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}
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// --
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serialize( data ) {
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super.serialize( data );
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data.value = this.value.toJSON( data.meta ).uuid;
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}
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deserialize( data ) {
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super.deserialize( data );
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this.value = data.meta.textures[ data.value ];
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}
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update() {
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const texture = this.value;
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if ( texture.matrixAutoUpdate === true ) {
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texture.updateMatrix();
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}
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}
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clone() {
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const newNode = new this.constructor( this.value, this.uvNode, this.levelNode );
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newNode.sampler = this.sampler;
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return newNode;
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}
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}
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export default TextureNode;
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export const texture = nodeProxy( TextureNode );
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export const textureLoad = ( ...params ) => texture( ...params ).setSampler( false );
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//export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level );
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export const sampler = ( aTexture ) => ( aTexture.isNode === true ? aTexture : texture( aTexture ) ).convert( 'sampler' );
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addNodeElement( 'texture', texture );
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//addNodeElement( 'textureLevel', textureLevel );
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addNodeClass( 'TextureNode', TextureNode );
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