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Addons: Fix PostProcessingUtils import. (#29801)
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Mugen87 authored Nov 4, 2024
1 parent 9e5528d commit 3ef244c
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Showing 12 changed files with 24 additions and 24 deletions.
4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/AfterImageNode.js
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import { RenderTarget, Vector2, PostProcessingUtils } from 'three';
import { TempNode, nodeObject, Fn, float, vec4, NodeUpdateType, uv, texture, passTexture, uniform, sign, max, convertToTexture, QuadMesh, NodeMaterial } from 'three/tsl';
import { RenderTarget, Vector2 } from 'three';
import { TempNode, nodeObject, Fn, float, vec4, NodeUpdateType, uv, texture, passTexture, uniform, sign, max, convertToTexture, QuadMesh, NodeMaterial, PostProcessingUtils } from 'three/tsl';

const _size = /*@__PURE__*/ new Vector2();
const _quadMeshComp = /*@__PURE__*/ new QuadMesh();
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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/AnamorphicNode.js
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import { RenderTarget, Vector2, PostProcessingUtils } from 'three';
import { TempNode, nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, convertToTexture, QuadMesh, NodeMaterial, vec2, vec3, Loop, threshold } from 'three/tsl';
import { RenderTarget, Vector2 } from 'three';
import { TempNode, nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, convertToTexture, QuadMesh, NodeMaterial, vec2, vec3, Loop, threshold, PostProcessingUtils } from 'three/tsl';

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

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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/BloomNode.js
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import { HalfFloatType, RenderTarget, Vector2, Vector3, PostProcessingUtils } from 'three';
import { TempNode, nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, QuadMesh, NodeMaterial, Loop, texture, luminance, smoothstep, mix, vec4, uniformArray, add, int } from 'three/tsl';
import { HalfFloatType, RenderTarget, Vector2, Vector3 } from 'three';
import { TempNode, nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, QuadMesh, NodeMaterial, Loop, texture, luminance, smoothstep, mix, vec4, uniformArray, add, int, PostProcessingUtils } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/GTAONode.js
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import { DataTexture, RenderTarget, RepeatWrapping, Vector2, Vector3, PostProcessingUtils } from 'three';
import { getNormalFromDepth, getScreenPosition, getViewPosition, QuadMesh, TempNode, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, vec2, vec3, vec4, int, dot, max, pow, abs, If, textureSize, sin, cos, PI, texture, passTexture, mat3, add, normalize, mul, cross, div, mix, sqrt, sub, acos, clamp, NodeMaterial } from 'three/tsl';
import { DataTexture, RenderTarget, RepeatWrapping, Vector2, Vector3 } from 'three';
import { getNormalFromDepth, getScreenPosition, getViewPosition, QuadMesh, TempNode, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, vec2, vec3, vec4, int, dot, max, pow, abs, If, textureSize, sin, cos, PI, texture, passTexture, mat3, add, normalize, mul, cross, div, mix, sqrt, sub, acos, clamp, NodeMaterial, PostProcessingUtils } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/GaussianBlurNode.js
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import { RenderTarget, Vector2, PostProcessingUtils } from 'three';
import { TempNode, nodeObject, Fn, If, float, NodeUpdateType, uv, uniform, convertToTexture, vec2, vec4, QuadMesh, passTexture, mul, NodeMaterial } from 'three/tsl';
import { RenderTarget, Vector2 } from 'three';
import { TempNode, nodeObject, Fn, If, float, NodeUpdateType, uv, uniform, convertToTexture, vec2, vec4, QuadMesh, passTexture, mul, NodeMaterial, PostProcessingUtils } from 'three/tsl';

// WebGPU: The use of a single QuadMesh for both gaussian blur passes results in a single RenderObject with a SampledTexture binding that
// alternates between source textures and triggers creation of new BindGroups and BindGroupLayouts every frame.
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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/OutlineNode.js
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import { Color, DepthTexture, FloatType, RenderTarget, Vector2, PostProcessingUtils } from 'three';
import { Loop, int, exp, min, float, mul, uv, vec2, vec3, Fn, textureSize, orthographicDepthToViewZ, QuadMesh, screenUV, TempNode, nodeObject, NodeUpdateType, uniform, vec4, NodeMaterial, passTexture, texture, perspectiveDepthToViewZ, positionView } from 'three/tsl';
import { Color, DepthTexture, FloatType, RenderTarget, Vector2 } from 'three';
import { Loop, int, exp, min, float, mul, uv, vec2, vec3, Fn, textureSize, orthographicDepthToViewZ, QuadMesh, screenUV, TempNode, nodeObject, NodeUpdateType, uniform, vec4, NodeMaterial, passTexture, texture, perspectiveDepthToViewZ, positionView, PostProcessingUtils } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/SMAANode.js
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import { HalfFloatType, LinearFilter, NearestFilter, RenderTarget, Texture, Vector2, PostProcessingUtils } from 'three';
import { abs, QuadMesh, NodeMaterial, TempNode, 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 { HalfFloatType, LinearFilter, NearestFilter, RenderTarget, Texture, Vector2 } from 'three';
import { abs, QuadMesh, NodeMaterial, TempNode, nodeObject, Fn, NodeUpdateType, uv, uniform, convertToTexture, varyingProperty, vec2, vec4, modelViewProjection, passTexture, max, step, dot, float, texture, If, Loop, int, Break, sqrt, sign, mix, PostProcessingUtils } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/SSAAPassNode.js
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import { AdditiveBlending, Color, Vector2, PostProcessingUtils } from 'three';
import { nodeObject, uniform, mrt, PassNode, QuadMesh, texture, NodeMaterial, getTextureIndex } from 'three/tsl';
import { AdditiveBlending, Color, Vector2 } from 'three';
import { nodeObject, uniform, mrt, PassNode, QuadMesh, texture, NodeMaterial, getTextureIndex, PostProcessingUtils } from 'three/tsl';

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

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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/SSRNode.js
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import { NearestFilter, RenderTarget, Vector2, PostProcessingUtils } from 'three';
import { getScreenPosition, getViewPosition, sqrt, mul, div, cross, float, Continue, Break, Loop, int, max, abs, sub, If, dot, reflect, normalize, screenCoordinate, QuadMesh, TempNode, nodeObject, Fn, NodeUpdateType, passTexture, NodeMaterial, uv, uniform, perspectiveDepthToViewZ, orthographicDepthToViewZ, vec2, vec3, vec4 } from 'three/tsl';
import { NearestFilter, RenderTarget, Vector2 } from 'three';
import { getScreenPosition, getViewPosition, sqrt, mul, div, cross, float, Continue, Break, Loop, int, max, abs, sub, If, dot, reflect, normalize, screenCoordinate, QuadMesh, TempNode, nodeObject, Fn, NodeUpdateType, passTexture, NodeMaterial, uv, uniform, perspectiveDepthToViewZ, orthographicDepthToViewZ, vec2, vec3, vec4, PostProcessingUtils } from 'three/tsl';

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/StereoCompositePassNode.js
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import { RenderTarget, StereoCamera, HalfFloatType, LinearFilter, NearestFilter, Vector2, PostProcessingUtils } from 'three';
import { PassNode, QuadMesh, texture } from 'three/tsl';
import { RenderTarget, StereoCamera, HalfFloatType, LinearFilter, NearestFilter, Vector2 } from 'three';
import { PassNode, QuadMesh, texture, PostProcessingUtils } from 'three/tsl';

const _size = /*@__PURE__*/ new Vector2();
const _quadMesh = /*@__PURE__*/ new QuadMesh();
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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/StereoPassNode.js
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import { StereoCamera, Vector2, PostProcessingUtils } from 'three';
import { PassNode, nodeObject } from 'three/tsl';
import { StereoCamera, Vector2 } from 'three';
import { PassNode, nodeObject, PostProcessingUtils } from 'three/tsl';

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

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4 changes: 2 additions & 2 deletions examples/jsm/tsl/display/TRAAPassNode.js
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import { Color, Vector2, PostProcessingUtils, NearestFilter, Matrix4 } from 'three';
import { add, float, If, Loop, int, Fn, min, max, clamp, nodeObject, PassNode, QuadMesh, texture, NodeMaterial, uniform, uv, vec2, vec4, luminance } from 'three/tsl';
import { Color, Vector2, NearestFilter, Matrix4 } from 'three';
import { add, float, If, Loop, int, Fn, min, max, clamp, nodeObject, PassNode, QuadMesh, texture, NodeMaterial, uniform, uv, vec2, vec4, luminance, PostProcessingUtils } from 'three/tsl';

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