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@@ -1,7 +1,7 @@
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import TempNode from '../core/TempNode.js';
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import { default as TextureNode/*, texture*/ } from '../accessors/TextureNode.js';
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import { NodeUpdateType } from '../core/constants.js';
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-import { nodeObject, context } from '../tsl/TSLBase.js';
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+import { context } from '../tsl/TSLBase.js';
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import { uniform } from '../core/UniformNode.js';
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import { viewZToOrthographicDepth, perspectiveDepthToViewZ } from './ViewportDepthNode.js';
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@@ -623,7 +623,7 @@ class PassNode extends TempNode {
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if ( textureNode === undefined ) {
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- textureNode = nodeObject( new PassMultipleTextureNode( this, name ) );
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+ textureNode = new PassMultipleTextureNode( this, name );
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textureNode.updateTexture();
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this._textureNodes[ name ] = textureNode;
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@@ -647,7 +647,7 @@ class PassNode extends TempNode {
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if ( this._textureNodes[ name ] === undefined ) this.getTextureNode( name );
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- textureNode = nodeObject( new PassMultipleTextureNode( this, name, true ) );
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+ textureNode = new PassMultipleTextureNode( this, name, true );
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textureNode.updateTexture();
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this._previousTextureNodes[ name ] = textureNode;
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@@ -990,7 +990,7 @@ export default PassNode;
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* @param {Object} options - Options for the internal render target.
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* @returns {PassNode}
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*/
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-export const pass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.COLOR, scene, camera, options ) );
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+export const pass = ( scene, camera, options ) => new PassNode( PassNode.COLOR, scene, camera, options );
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/**
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* TSL function for creating a pass texture node.
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@@ -1001,7 +1001,7 @@ export const pass = ( scene, camera, options ) => nodeObject( new PassNode( Pass
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* @param {Texture} texture - The output texture.
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* @returns {PassTextureNode}
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*/
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-export const passTexture = ( pass, texture ) => nodeObject( new PassTextureNode( pass, texture ) );
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+export const passTexture = ( pass, texture ) => new PassTextureNode( pass, texture );
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/**
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* TSL function for creating a depth pass node.
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@@ -1013,4 +1013,4 @@ export const passTexture = ( pass, texture ) => nodeObject( new PassTextureNode(
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* @param {Object} options - Options for the internal render target.
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* @returns {PassNode}
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*/
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-export const depthPass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.DEPTH, scene, camera, options ) );
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+export const depthPass = ( scene, camera, options ) => new PassNode( PassNode.DEPTH, scene, camera, options );
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