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Docs: Do not capitalize primitive types. (#30461)

Michael Herzog 1 rok pred
rodič
commit
4f3c02b894
100 zmenil súbory, kde vykonal 627 pridanie a 627 odobranie
  1. 1 1
      examples/jsm/animation/CCDIKSolver.js
  2. 34 34
      examples/jsm/controls/ArcballControls.js
  3. 21 21
      examples/jsm/exporters/GLTFExporter.js
  4. 3 3
      examples/jsm/loaders/GLTFLoader.js
  5. 3 3
      examples/jsm/loaders/MTLLoader.js
  6. 15 15
      examples/jsm/loaders/TDSLoader.js
  7. 4 4
      examples/jsm/math/OBB.js
  8. 2 2
      examples/jsm/misc/GPUComputationRenderer.js
  9. 8 8
      examples/jsm/misc/VolumeSlice.js
  10. 5 5
      examples/jsm/tsl/display/AfterImageNode.js
  11. 1 1
      examples/jsm/tsl/display/AnaglyphPassNode.js
  12. 7 7
      examples/jsm/tsl/display/AnamorphicNode.js
  13. 11 11
      examples/jsm/tsl/display/BloomNode.js
  14. 5 5
      examples/jsm/tsl/display/DenoiseNode.js
  15. 4 4
      examples/jsm/tsl/display/DepthOfFieldNode.js
  16. 4 4
      examples/jsm/tsl/display/DotScreenNode.js
  17. 1 1
      examples/jsm/tsl/display/FXAANode.js
  18. 7 7
      examples/jsm/tsl/display/GTAONode.js
  19. 12 12
      examples/jsm/tsl/display/GaussianBlurNode.js
  20. 14 14
      examples/jsm/tsl/display/LensflareNode.js
  21. 3 3
      examples/jsm/tsl/display/Lut3DNode.js
  22. 6 6
      examples/jsm/tsl/display/OutlineNode.js
  23. 1 1
      examples/jsm/tsl/display/ParallaxBarrierPassNode.js
  24. 13 13
      examples/jsm/tsl/display/PixelationPassNode.js
  25. 4 4
      examples/jsm/tsl/display/RGBShiftNode.js
  26. 5 5
      examples/jsm/tsl/display/SMAANode.js
  27. 4 4
      examples/jsm/tsl/display/SSAAPassNode.js
  28. 4 4
      examples/jsm/tsl/display/SSRNode.js
  29. 1 1
      examples/jsm/tsl/display/SobelOperatorNode.js
  30. 4 4
      examples/jsm/tsl/display/StereoCompositePassNode.js
  31. 1 1
      examples/jsm/tsl/display/StereoPassNode.js
  32. 6 6
      examples/jsm/tsl/display/TRAAPassNode.js
  33. 3 3
      examples/jsm/tsl/display/TransitionNode.js
  34. 1 1
      examples/jsm/utils/BufferGeometryUtils.js
  35. 1 1
      examples/jsm/utils/GeometryCompressionUtils.js
  36. 1 1
      examples/jsm/webxr/XRControllerModelFactory.js
  37. 5 5
      src/extras/TextureUtils.js
  38. 7 7
      src/loaders/nodes/NodeLoader.js
  39. 5 5
      src/loaders/nodes/NodeMaterialLoader.js
  40. 8 8
      src/loaders/nodes/NodeObjectLoader.js
  41. 8 8
      src/materials/nodes/Line2NodeMaterial.js
  42. 1 1
      src/materials/nodes/LineBasicNodeMaterial.js
  43. 2 2
      src/materials/nodes/LineDashedNodeMaterial.js
  44. 2 2
      src/materials/nodes/MeshBasicNodeMaterial.js
  45. 2 2
      src/materials/nodes/MeshLambertNodeMaterial.js
  46. 1 1
      src/materials/nodes/MeshMatcapNodeMaterial.js
  47. 1 1
      src/materials/nodes/MeshNormalNodeMaterial.js
  48. 2 2
      src/materials/nodes/MeshPhongNodeMaterial.js
  49. 7 7
      src/materials/nodes/MeshPhysicalNodeMaterial.js
  50. 9 9
      src/materials/nodes/MeshSSSNodeMaterial.js
  51. 2 2
      src/materials/nodes/MeshStandardNodeMaterial.js
  52. 2 2
      src/materials/nodes/MeshToonNodeMaterial.js
  53. 7 7
      src/materials/nodes/NodeMaterial.js
  54. 2 2
      src/materials/nodes/PointsNodeMaterial.js
  55. 2 2
      src/materials/nodes/ShadowNodeMaterial.js
  56. 3 3
      src/materials/nodes/SpriteNodeMaterial.js
  57. 2 2
      src/materials/nodes/VolumeNodeMaterial.js
  58. 8 8
      src/materials/nodes/manager/NodeMaterialObserver.js
  59. 4 4
      src/nodes/accessors/Arrays.js
  60. 28 28
      src/nodes/accessors/BufferAttributeNode.js
  61. 10 10
      src/nodes/accessors/BufferNode.js
  62. 5 5
      src/nodes/accessors/BuiltinNode.js
  63. 4 4
      src/nodes/accessors/CubeTextureNode.js
  64. 4 4
      src/nodes/accessors/InstanceNode.js
  65. 7 7
      src/nodes/accessors/MaterialNode.js
  66. 5 5
      src/nodes/accessors/MaterialReferenceNode.js
  67. 1 1
      src/nodes/accessors/MorphNode.js
  68. 3 3
      src/nodes/accessors/Object3DNode.js
  69. 1 1
      src/nodes/accessors/PointUVNode.js
  70. 18 18
      src/nodes/accessors/ReferenceBaseNode.js
  71. 20 20
      src/nodes/accessors/ReferenceNode.js
  72. 4 4
      src/nodes/accessors/RendererReferenceNode.js
  73. 6 6
      src/nodes/accessors/SkinningNode.js
  74. 19 19
      src/nodes/accessors/StorageBufferNode.js
  75. 6 6
      src/nodes/accessors/StorageTextureNode.js
  76. 4 4
      src/nodes/accessors/Texture3DNode.js
  77. 22 22
      src/nodes/accessors/TextureNode.js
  78. 1 1
      src/nodes/accessors/TextureSizeNode.js
  79. 1 1
      src/nodes/accessors/UV.js
  80. 15 15
      src/nodes/accessors/UniformArrayNode.js
  81. 4 4
      src/nodes/accessors/UserDataNode.js
  82. 2 2
      src/nodes/accessors/VelocityNode.js
  83. 5 5
      src/nodes/accessors/VertexColorNode.js
  84. 8 8
      src/nodes/code/CodeNode.js
  85. 5 5
      src/nodes/code/ExpressionNode.js
  86. 4 4
      src/nodes/code/FunctionCallNode.js
  87. 1 1
      src/nodes/code/FunctionNode.js
  88. 20 20
      src/nodes/code/ScriptableNode.js
  89. 9 9
      src/nodes/code/ScriptableValueNode.js
  90. 5 5
      src/nodes/core/ArrayNode.js
  91. 2 2
      src/nodes/core/AssignNode.js
  92. 7 7
      src/nodes/core/AttributeNode.js
  93. 1 1
      src/nodes/core/BypassNode.js
  94. 4 4
      src/nodes/core/CacheNode.js
  95. 4 4
      src/nodes/core/ConstNode.js
  96. 3 3
      src/nodes/core/ContextNode.js
  97. 2 2
      src/nodes/core/IndexNode.js
  98. 5 5
      src/nodes/core/InputNode.js
  99. 8 8
      src/nodes/core/MRTNode.js
  100. 32 32
      src/nodes/core/Node.js

+ 1 - 1
examples/jsm/animation/CCDIKSolver.js

@@ -380,7 +380,7 @@ class CCDIKHelper extends Object3D {
 	/**
 	 * Updates IK bones visualization.
 	 *
-	 * @param {Boolean} force
+	 * @param {boolean} force
 	 */
 	updateMatrixWorld( force ) {
 

+ 34 - 34
examples/jsm/controls/ArcballControls.js

@@ -1045,8 +1045,8 @@ class ArcballControls extends Controls {
 
 	/**
 	 * Set _center's x/y coordinates
-	 * @param {Number} clientX
-	 * @param {Number} clientY
+	 * @param {number} clientX
+	 * @param {number} clientY
 	 */
 	setCenter( clientX, clientY ) {
 
@@ -1078,7 +1078,7 @@ class ArcballControls extends Controls {
 	 * Compare two mouse actions
 	 * @param {Object} action1
 	 * @param {Object} action2
-	 * @returns {Boolean} True if action1 and action 2 are the same mouse action, false otherwise
+	 * @returns {boolean} True if action1 and action 2 are the same mouse action, false otherwise
 	 */
 	compareMouseAction( action1, action2 ) {
 
@@ -1107,7 +1107,7 @@ class ArcballControls extends Controls {
 	 * @param {'PAN'|'ROTATE'|'ZOOM'|'FOV'} operation The operation to be performed ('PAN', 'ROTATE', 'ZOOM', 'FOV')
 	 * @param {0|1|2|'WHEEL'} mouse A mouse button (0, 1, 2) or 'WHEEL' for wheel notches
 	 * @param {'CTRL'|'SHIFT'|null} [key=null] The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed
-	 * @returns {Boolean} True if the mouse action has been successfully added, false otherwise
+	 * @returns {boolean} True if the mouse action has been successfully added, false otherwise
 	 */
 	setMouseAction( operation, mouse, key = null ) {
 
@@ -1187,7 +1187,7 @@ class ArcballControls extends Controls {
 	 * Remove a mouse action by specifying its mouse/key combination
 	 * @param {0|1|2|'WHEEL'} mouse A mouse button (0, 1, 2) or 'WHEEL' for wheel notches
 	 * @param {'CTRL'|'SHIFT'|null} key The keyboard modifier ('CTRL', 'SHIFT') or null if key is not needed
-	 * @returns {Boolean} True if the operation has been successfully removed, false otherwise
+	 * @returns {boolean} True if the operation has been successfully removed, false otherwise
 	 */
 	unsetMouseAction( mouse, key = null ) {
 
@@ -1290,7 +1290,7 @@ class ArcballControls extends Controls {
 	 * Calculate the angle between two pointers
 	 * @param {PointerEvent} p1
 	 * @param {PointerEvent} p2
-	 * @returns {Number} The angle between two pointers in degrees
+	 * @returns {number} The angle between two pointers in degrees
 	 */
 	getAngle( p1, p2 ) {
 
@@ -1407,11 +1407,11 @@ class ArcballControls extends Controls {
 	/**
 	 * Calculate the angular speed
 	 *
-	 * @param {Number} p0 Position at t0
-	 * @param {Number} p1 Position at t1
-	 * @param {Number} t0 Initial time in milliseconds
-	 * @param {Number} t1 Ending time in milliseconds
-	 * @returns {Number}
+	 * @param {number} p0 Position at t0
+	 * @param {number} p1 Position at t1
+	 * @param {number} t0 Initial time in milliseconds
+	 * @param {number} t1 Ending time in milliseconds
+	 * @returns {number}
 	 */
 	calculateAngularSpeed( p0, p1, t0, t1 ) {
 
@@ -1458,7 +1458,7 @@ class ArcballControls extends Controls {
 	/**
 	 * Calculate the trackball radius so that gizmo's diameter will be 2/3 of the minimum side of the camera frustum
 	 * @param {Camera} camera
-	 * @returns {Number} The trackball radius
+	 * @returns {number} The trackball radius
 	 */
 	calculateTbRadius( camera ) {
 
@@ -1481,8 +1481,8 @@ class ArcballControls extends Controls {
 	/**
 	 * Focus operation consist of positioning the point of interest in front of the camera and a slightly zoom in
 	 * @param {Vector3} point The point of interest
-	 * @param {Number} size Scale factor
-	 * @param {Number} [amount=1] Amount of operation to be completed (used for focus animations, default is complete full operation)
+	 * @param {number} size Scale factor
+	 * @param {number} [amount=1] Amount of operation to be completed (used for focus animations, default is complete full operation)
 	 */
 	focus( point, size, amount = 1 ) {
 
@@ -1596,8 +1596,8 @@ class ArcballControls extends Controls {
 
 	/**
 	 * Compute the easing out cubic function for ease out effect in animation
-	 * @param {Number} t The absolute progress of the animation in the bound of 0 (beginning of the) and 1 (ending of animation)
-	 * @returns {Number} Result of easing out cubic at time t
+	 * @param {number} t The absolute progress of the animation in the bound of 0 (beginning of the) and 1 (ending of animation)
+	 * @returns {number} Result of easing out cubic at time t
 	 */
 	easeOutCubic( t ) {
 
@@ -1607,7 +1607,7 @@ class ArcballControls extends Controls {
 
 	/**
 	 * Make rotation gizmos more or less visible
-	 * @param {Boolean} isActive If true, make gizmos more visible
+	 * @param {boolean} isActive If true, make gizmos more visible
 	 */
 	activateGizmos( isActive ) {
 
@@ -1651,8 +1651,8 @@ class ArcballControls extends Controls {
 	/**
 	 * Calculate the cursor position inside the canvas x/y coordinates with the origin being in the center of the canvas
 	 *
-	 * @param {Number} cursorX Cursor horizontal coordinate within the canvas
-	 * @param {Number} cursorY Cursor vertical coordinate within the canvas
+	 * @param {number} cursorX Cursor horizontal coordinate within the canvas
+	 * @param {number} cursorY Cursor vertical coordinate within the canvas
 	 * @param {HTMLElement} canvas The canvas where the renderer draws its output
 	 * @returns {Vector2} Cursor position inside the canvas
 	 */
@@ -1710,7 +1710,7 @@ class ArcballControls extends Controls {
 
 	/**
 	 * Set gizmos visibility
-	 * @param {Boolean} value Value of gizmos visibility
+	 * @param {boolean} value Value of gizmos visibility
 	 */
 	setGizmosVisible( value ) {
 
@@ -1721,7 +1721,7 @@ class ArcballControls extends Controls {
 
 	/**
 	 * Set gizmos radius factor and redraws gizmos
-	 * @param {Number} value Value of radius factor
+	 * @param {number} value Value of radius factor
 	 */
 	setTbRadius( value ) {
 
@@ -1815,7 +1815,7 @@ class ArcballControls extends Controls {
 
 	/**
 	 * Perform animation for focus operation
-	 * @param {Number} time Instant in which this function is called as performance.now()
+	 * @param {number} time Instant in which this function is called as performance.now()
 	 * @param {Vector3} point Point of interest for focus operation
 	 * @param {Matrix4} cameraMatrix Camera matrix
 	 * @param {Matrix4} gizmoMatrix Gizmos matrix
@@ -1881,7 +1881,7 @@ class ArcballControls extends Controls {
 
 	/**
 	 * Perform animation for rotation operation
-	 * @param {Number} time Instant in which this function is called as performance.now()
+	 * @param {number} time Instant in which this function is called as performance.now()
 	 * @param {Vector3} rotationAxis Rotation axis
 	 * @param {number} w0 Initial angular velocity
 	 */
@@ -1951,7 +1951,7 @@ class ArcballControls extends Controls {
 	 *
 	 * @param {Vector3} p0 Initial point
 	 * @param {Vector3} p1 Ending point
-	 * @param {Boolean} [adjust=false] If movement should be adjusted considering camera distance (Perspective only)
+	 * @param {boolean} [adjust=false] If movement should be adjusted considering camera distance (Perspective only)
 	 * @returns {Object}
 	 */
 	pan( p0, p1, adjust = false ) {
@@ -2113,9 +2113,9 @@ class ArcballControls extends Controls {
 
 	/**
 	 * Perform uniform scale operation around a given point
-	 * @param {Number} size Scale factor
+	 * @param {number} size Scale factor
 	 * @param {Vector3} point Point around which scale
-	 * @param {Boolean} scaleGizmos If gizmos should be scaled (Perspective only)
+	 * @param {boolean} scaleGizmos If gizmos should be scaled (Perspective only)
 	 * @returns {Object} Object with 'camera' and 'gizmo' fields containing transformation matrices resulting from the operation to be applied to the camera and gizmos
 	 */
 	scale( size, point, scaleGizmos = true ) {
@@ -2229,7 +2229,7 @@ class ArcballControls extends Controls {
 
 	/**
 	 * Set camera fov
-	 * @param {Number} value fov to be set
+	 * @param {number} value fov to be set
 	 */
 	setFov( value ) {
 
@@ -2292,7 +2292,7 @@ class ArcballControls extends Controls {
 	 * Rotate camera around its direction axis passing by a given point by a given angle
 	 *
 	 * @param {Vector3} point The point where the rotation axis is passing trough
-	 * @param {Number} angle Angle in radians
+	 * @param {number} angle Angle in radians
 	 * @returns {Object} The computed transformation matrix
 	 */
 	zRotate( point, angle ) {
@@ -2356,8 +2356,8 @@ class ArcballControls extends Controls {
 	/**
 	 * Unproject the cursor on the trackball surface
 	 * @param {Camera} camera The virtual camera
-	 * @param {Number} cursorX Cursor horizontal coordinate on screen
-	 * @param {Number} cursorY Cursor vertical coordinate on screen
+	 * @param {number} cursorX Cursor horizontal coordinate on screen
+	 * @param {number} cursorY Cursor vertical coordinate on screen
 	 * @param {HTMLElement} canvas The canvas where the renderer draws its output
 	 * @param {number} tbRadius The trackball radius
 	 * @returns {Vector3} The unprojected point on the trackball surface
@@ -2486,10 +2486,10 @@ class ArcballControls extends Controls {
 	/**
 	 * Unproject the cursor on the plane passing through the center of the trackball orthogonal to the camera
 	 * @param {Camera} camera The virtual camera
-	 * @param {Number} cursorX Cursor horizontal coordinate on screen
-	 * @param {Number} cursorY Cursor vertical coordinate on screen
+	 * @param {number} cursorX Cursor horizontal coordinate on screen
+	 * @param {number} cursorY Cursor vertical coordinate on screen
 	 * @param {HTMLElement} canvas The canvas where the renderer draws its output
-	 * @param {Boolean} [initialDistance=false] If initial distance between camera and gizmos should be used for calculations instead of current (Perspective only)
+	 * @param {boolean} [initialDistance=false] If initial distance between camera and gizmos should be used for calculations instead of current (Perspective only)
 	 * @returns {Vector3} The unprojected point on the trackball plane
 	 */
 	unprojectOnTbPlane( camera, cursorX, cursorY, canvas, initialDistance = false ) {
@@ -2589,7 +2589,7 @@ class ArcballControls extends Controls {
 	/**
 	 * Update the trackball FSA
 	 * @param {STATE} newState New state of the FSA
-	 * @param {Boolean} updateMatrices If matrices state should be updated
+	 * @param {boolean} updateMatrices If matrices state should be updated
 	 */
 	updateTbState( newState, updateMatrices ) {
 

+ 21 - 21
examples/jsm/exporters/GLTFExporter.js

@@ -306,7 +306,7 @@ const GLB_CHUNK_TYPE_BIN = 0x004E4942;
  * Compare two arrays
  * @param  {Array} array1 Array 1 to compare
  * @param  {Array} array2 Array 2 to compare
- * @return {Boolean}        Returns true if both arrays are equal
+ * @return {boolean}        Returns true if both arrays are equal
  */
 function equalArray( array1, array2 ) {
 
@@ -333,7 +333,7 @@ function stringToArrayBuffer( text ) {
  * Is identity matrix
  *
  * @param {Matrix4} matrix
- * @returns {Boolean} Returns true, if parameter is identity matrix
+ * @returns {boolean} Returns true, if parameter is identity matrix
  */
 function isIdentityMatrix( matrix ) {
 
@@ -345,8 +345,8 @@ function isIdentityMatrix( matrix ) {
  * Get the min and max vectors from the given attribute
  *
  * @param  {BufferAttribute} attribute Attribute to find the min/max in range from start to start + count
- * @param  {Number} start Start index
- * @param  {Number} count Range to cover
+ * @param  {number} start Start index
+ * @param  {number} count Range to cover
  * @return {Object} Object containing the `min` and `max` values (As an array of attribute.itemSize components)
  */
 function getMinMax( attribute, start, count ) {
@@ -400,8 +400,8 @@ function getMinMax( attribute, start, count ) {
  * Get the required size + padding for a buffer, rounded to the next 4-byte boundary.
  * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment
  *
- * @param {Number} bufferSize The size the original buffer. Should be an integer.
- * @returns {Number} new buffer size with required padding as an integer.
+ * @param {number} bufferSize The size the original buffer. Should be an integer.
+ * @returns {number} new buffer size with required padding as an integer.
  *
  */
 function getPaddedBufferSize( bufferSize ) {
@@ -414,7 +414,7 @@ function getPaddedBufferSize( bufferSize ) {
  * Returns a buffer aligned to 4-byte boundary.
  *
  * @param {ArrayBuffer} arrayBuffer Buffer to pad
- * @param {Number} [paddingByte=0] Should be an integer
+ * @param {number} [paddingByte=0] Should be an integer
  * @returns {ArrayBuffer} The same buffer if it's already aligned to 4-byte boundary or a new buffer
  */
 function getPaddedArrayBuffer( arrayBuffer, paddingByte = 0 ) {
@@ -715,7 +715,7 @@ class GLTFWriter {
 	 *
 	 * @param  {Object} attribute
 	 * @param {boolean} [isRelativeCopy=false]
-	 * @return {Number} An integer
+	 * @return {number} An integer
 	 */
 	getUID( attribute, isRelativeCopy = false ) {
 
@@ -740,7 +740,7 @@ class GLTFWriter {
 	 * Checks if normal attribute values are normalized.
 	 *
 	 * @param {BufferAttribute} normal
-	 * @returns {Boolean}
+	 * @returns {boolean}
 	 */
 	isNormalizedNormalAttribute( normal ) {
 
@@ -1145,7 +1145,7 @@ class GLTFWriter {
 	/**
 	 * Process and generate a BufferView from an image Blob.
 	 * @param {Blob} blob
-	 * @return {Promise<Number>} An integer
+	 * @return {Promise<number>} An integer
 	 */
 	processBufferViewImage( blob ) {
 
@@ -1181,9 +1181,9 @@ class GLTFWriter {
 	 * Process attribute to generate an accessor
 	 * @param  {BufferAttribute} attribute Attribute to process
 	 * @param  {THREE.BufferGeometry?} geometry Geometry used for truncated draw range
-	 * @param  {Number} [start=0]
-	 * @param  {Number} [count=Infinity]
-	 * @return {Number?} Index of the processed accessor on the "accessors" array
+	 * @param  {number} [start=0]
+	 * @param  {number} [count=Infinity]
+	 * @return {number?} Index of the processed accessor on the "accessors" array
 	 */
 	processAccessor( attribute, geometry, start, count ) {
 
@@ -1278,10 +1278,10 @@ class GLTFWriter {
 	/**
 	 * Process image
 	 * @param  {Image} image to process
-	 * @param  {Number} format Identifier of the format (RGBAFormat)
-	 * @param  {Boolean} flipY before writing out the image
-	 * @param  {String} mimeType export format
-	 * @return {Number}     Index of the processed texture in the "images" array
+	 * @param  {number} format Identifier of the format (RGBAFormat)
+	 * @param  {boolean} flipY before writing out the image
+	 * @param  {string} mimeType export format
+	 * @return {number}     Index of the processed texture in the "images" array
 	 */
 	processImage( image, format, flipY, mimeType = 'image/png' ) {
 
@@ -1418,7 +1418,7 @@ class GLTFWriter {
 	/**
 	 * Process sampler
 	 * @param  {Texture} map Texture to process
-	 * @return {Number}      Index of the processed texture in the "samplers" array
+	 * @return {number}      Index of the processed texture in the "samplers" array
 	 */
 	processSampler( map ) {
 
@@ -1440,7 +1440,7 @@ class GLTFWriter {
 	/**
 	 * Process texture
 	 * @param  {Texture} map Map to process
-	 * @return {Promise<Number>} Index of the processed texture in the "textures" array
+	 * @return {Promise<number>} Index of the processed texture in the "textures" array
 	 */
 	async processTextureAsync( map ) {
 
@@ -2067,7 +2067,7 @@ class GLTFWriter {
 	/**
 	 * Process camera
 	 * @param  {THREE.Camera} camera Camera to process
-	 * @return {Number} Index of the processed mesh in the "camera" array
+	 * @return {number} Index of the processed mesh in the "camera" array
 	 */
 	processCamera( camera ) {
 
@@ -2268,7 +2268,7 @@ class GLTFWriter {
 	/**
 	 * Process Object3D node
 	 * @param  {THREE.Object3D} object Object3D to processNodeAsync
-	 * @return {Promise<Number>} Index of the node in the nodes list
+	 * @return {Promise<number>} Index of the node in the nodes list
 	 */
 	async processNodeAsync( object ) {
 

+ 3 - 3
examples/jsm/loaders/GLTFLoader.js

@@ -2776,7 +2776,7 @@ class GLTFParser {
 	 * Returns a reference to a shared resource, cloning it if necessary.
 	 *
 	 * @param {Object} cache
-	 * @param {Number} index
+	 * @param {number} index
 	 * @param {Object} object
 	 * @return {Object}
 	 */
@@ -3667,8 +3667,8 @@ class GLTFParser {
 	/**
 	 * When Object3D instances are targeted by animation, they need unique names.
 	 *
-	 * @param {String} originalName
-	 * @return {String}
+	 * @param {string} originalName
+	 * @return {string}
 	 */
 	createUniqueName( originalName ) {
 

+ 3 - 3
examples/jsm/loaders/MTLLoader.js

@@ -28,7 +28,7 @@ class MTLLoader extends Loader {
 	/**
 	 * Loads and parses a MTL asset from a URL.
 	 *
-	 * @param {String} url - URL to the MTL file.
+	 * @param {string} url - URL to the MTL file.
 	 * @param {Function} [onLoad] - Callback invoked with the loaded object.
 	 * @param {Function} [onProgress] - Callback for download progress.
 	 * @param {Function} [onError] - Callback for download errors.
@@ -84,8 +84,8 @@ class MTLLoader extends Loader {
 	/**
 	 * Parses a MTL file.
 	 *
-	 * @param {String} text - Content of MTL file
-	 * @param {String} path
+	 * @param {string} text - Content of MTL file
+	 * @param {string} path
 	 * @return {MaterialCreator}
 	 *
 	 * @see setPath setResourcePath

+ 15 - 15
examples/jsm/loaders/TDSLoader.js

@@ -89,7 +89,7 @@ class TDSLoader extends Loader {
 	 *
 	 * @method parse
 	 * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
-	 * @param {String} path Path for external resources.
+	 * @param {string} path Path for external resources.
 	 * @return {Group} Group loaded from 3ds file.
 	 */
 	parse( arraybuffer, path ) {
@@ -115,7 +115,7 @@ class TDSLoader extends Loader {
 	 *
 	 * @method readFile
 	 * @param {ArrayBuffer} arraybuffer Arraybuffer data to be loaded.
-	 * @param {String} path Path for external resources.
+	 * @param {string} path Path for external resources.
 	 */
 	readFile( arraybuffer, path ) {
 
@@ -158,7 +158,7 @@ class TDSLoader extends Loader {
 	 *
 	 * @method readMeshData
 	 * @param {Chunk} chunk to read mesh from
-	 * @param {String} path Path for external resources.
+	 * @param {string} path Path for external resources.
 	 */
 	readMeshData( chunk, path ) {
 
@@ -235,7 +235,7 @@ class TDSLoader extends Loader {
 	 *
 	 * @method readMaterialEntry
 	 * @param {Chunk} chunk Chunk in use.
-	 * @param {String} path Path for external resources.
+	 * @param {string} path Path for external resources.
 	 */
 	readMaterialEntry( chunk, path ) {
 
@@ -529,7 +529,7 @@ class TDSLoader extends Loader {
 	 *
 	 * @method readMap
 	 * @param {Chunk} chunk Chunk in use.
-	 * @param {String} path Path for external resources.
+	 * @param {string} path Path for external resources.
 	 * @return {Texture} Texture read from this data chunk.
 	 */
 	readMap( chunk, path ) {
@@ -656,7 +656,7 @@ class TDSLoader extends Loader {
 	 *
 	 * @method readPercentage
 	 * @param {Chunk} chunk Chunk to read data from.
-	 * @return {Number} Data read from the dataview.
+	 * @return {number} Data read from the dataview.
 	 */
 	readPercentage( chunk ) {
 
@@ -709,7 +709,7 @@ class Chunk {
 	 *
 	 * @class Chunk
 	 * @param {DataView} data DataView to read from.
-	 * @param {Number} position in data.
+	 * @param {number} position in data.
 	 * @param {Function} debugMessage logging callback.
 	 */
 	constructor( data, position, debugMessage ) {
@@ -772,7 +772,7 @@ class Chunk {
 	 * return the ID of this chunk as Hex
 	 *
 	 * @method idToString
-	 * @return {String} hex-string of id
+	 * @return {string} hex-string of id
 	 */
 	get hexId() {
 
@@ -790,7 +790,7 @@ class Chunk {
 	 * Read byte value.
 	 *
 	 * @method readByte
-	 * @return {Number} Data read from the dataview.
+	 * @return {number} Data read from the dataview.
 	 */
 	readByte() {
 
@@ -804,7 +804,7 @@ class Chunk {
 	 * Read 32 bit float value.
 	 *
 	 * @method readFloat
-	 * @return {Number} Data read from the dataview.
+	 * @return {number} Data read from the dataview.
 	 */
 	readFloat() {
 
@@ -827,7 +827,7 @@ class Chunk {
 	 * Read 32 bit signed integer value.
 	 *
 	 * @method readInt
-	 * @return {Number} Data read from the dataview.
+	 * @return {number} Data read from the dataview.
 	 */
 	readInt() {
 
@@ -841,7 +841,7 @@ class Chunk {
 	 * Read 16 bit signed integer value.
 	 *
 	 * @method readShort
-	 * @return {Number} Data read from the dataview.
+	 * @return {number} Data read from the dataview.
 	 */
 	readShort() {
 
@@ -855,7 +855,7 @@ class Chunk {
 	 * Read 64 bit unsigned integer value.
 	 *
 	 * @method readDWord
-	 * @return {Number} Data read from the dataview.
+	 * @return {number} Data read from the dataview.
 	 */
 	readDWord() {
 
@@ -869,7 +869,7 @@ class Chunk {
 	 * Read 32 bit unsigned integer value.
 	 *
 	 * @method readWord
-	 * @return {Number} Data read from the dataview.
+	 * @return {number} Data read from the dataview.
 	 */
 	readWord() {
 
@@ -883,7 +883,7 @@ class Chunk {
 	 * Read NULL terminated ASCII string value from chunk-pos.
 	 *
 	 * @method readString
-	 * @return {String} Data read from the dataview.
+	 * @return {string} Data read from the dataview.
 	 */
 	readString() {
 

+ 4 - 4
examples/jsm/math/OBB.js

@@ -151,8 +151,8 @@ class OBB {
 	* by Christer Ericson (chapter 4.4.1)
 	*
 	* @param {OBB} obb
-	* @param {Number} [epsilon=Number.EPSILON] - A small value to prevent arithmetic errors
-	* @returns {Boolean}
+	* @param {number} [epsilon=Number.EPSILON] - A small value to prevent arithmetic errors
+	* @returns {boolean}
 	*/
 	intersectsOBB( obb, epsilon = Number.EPSILON ) {
 
@@ -294,7 +294,7 @@ class OBB {
 	* by Christer Ericson (chapter 5.2.3)
 	*
 	* @param {Plane} plane
-	* @returns {Boolean}
+	* @returns {boolean}
 	*/
 	intersectsPlane( plane ) {
 
@@ -363,7 +363,7 @@ class OBB {
 	* there is a intersection or not.
 	*
 	* @param {Ray} ray
-	* @returns {Boolean}
+	* @returns {boolean}
 	*/
 	intersectsRay( ray ) {
 

+ 2 - 2
examples/jsm/misc/GPUComputationRenderer.js

@@ -104,8 +104,8 @@ import { FullScreenQuad } from '../postprocessing/Pass.js';
 class GPUComputationRenderer {
 
 	/**
-	 * @param {Number} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
- 	 * @param {Number} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
+	 * @param {number} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
+ 	 * @param {number} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
  	 * @param {WebGLRenderer} renderer The renderer
 	 */
 	constructor( sizeX, sizeY, renderer ) {

+ 8 - 8
examples/jsm/misc/VolumeSlice.js

@@ -29,7 +29,7 @@ class VolumeSlice {
 		 */
 		this.volume = volume;
 		/**
-		 * @member {Number} index The index of the slice, if changed, will automatically call updateGeometry at the next repaint
+		 * @member {number} index The index of the slice, if changed, will automatically call updateGeometry at the next repaint
 		 */
 		index = index || 0;
 		Object.defineProperty( this, 'index', {
@@ -47,7 +47,7 @@ class VolumeSlice {
 			}
 		} );
 		/**
-		 * @member {String} axis The normal axis
+		 * @member {string} axis The normal axis
 		 */
 		this.axis = axis || 'z';
 
@@ -80,25 +80,25 @@ class VolumeSlice {
 		this.mesh = new Mesh( this.geometry, material );
 		this.mesh.matrixAutoUpdate = false;
 		/**
-		 * @member {Boolean} geometryNeedsUpdate If set to true, updateGeometry will be triggered at the next repaint
+		 * @member {boolean} geometryNeedsUpdate If set to true, updateGeometry will be triggered at the next repaint
 		 */
 		this.geometryNeedsUpdate = true;
 		this.repaint();
 
 		/**
-		 * @member {Number} iLength Width of slice in the original coordinate system, corresponds to the width of the buffer canvas
+		 * @member {number} iLength Width of slice in the original coordinate system, corresponds to the width of the buffer canvas
 		 */
 
 		/**
-		 * @member {Number} jLength Height of slice in the original coordinate system, corresponds to the height of the buffer canvas
+		 * @member {number} jLength Height of slice in the original coordinate system, corresponds to the height of the buffer canvas
 		 */
 
 		/**
 		 * @member {Function} sliceAccess Function that allow the slice to access right data
 		 * @see Volume.extractPerpendicularPlane
-		 * @param {Number} i The first coordinate
-		 * @param {Number} j The second coordinate
-		 * @returns {Number} the index corresponding to the voxel in volume.data of the given position in the slice
+		 * @param {number} i The first coordinate
+		 * @param {number} j The second coordinate
+		 * @returns {number} the index corresponding to the voxel in volume.data of the given position in the slice
 		 */
 
 

+ 5 - 5
examples/jsm/tsl/display/AfterImageNode.js

@@ -23,7 +23,7 @@ class AfterImageNode extends TempNode {
 	 * Constructs a new after image node.
 	 *
 	 * @param {TextureNode} textureNode - The texture node that represents the input of the effect.
-	 * @param {Number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.
+	 * @param {number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.
 	 */
 	constructor( textureNode, damp = 0.96 ) {
 
@@ -82,7 +82,7 @@ class AfterImageNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
 		 * its effect once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -103,8 +103,8 @@ class AfterImageNode extends TempNode {
 	/**
 	 * Sets the size of the effect.
 	 *
-	 * @param {Number} width - The width of the effect.
-	 * @param {Number} height - The height of the effect.
+	 * @param {number} width - The width of the effect.
+	 * @param {number} height - The height of the effect.
 	 */
 	setSize( width, height ) {
 
@@ -235,7 +235,7 @@ class AfterImageNode extends TempNode {
  * @tsl
  * @function
  * @param {Node<vec4>} node - The node that represents the input of the effect.
- * @param {Number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.
+ * @param {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 ), damp ) );

+ 1 - 1
examples/jsm/tsl/display/AnaglyphPassNode.js

@@ -28,7 +28,7 @@ class AnaglyphPassNode extends StereoCompositePassNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */

+ 7 - 7
examples/jsm/tsl/display/AnamorphicNode.js

@@ -24,7 +24,7 @@ class AnamorphicNode extends TempNode {
 	 * @param {TextureNode} textureNode - The texture node that represents the input of the effect.
 	 * @param {Node<float>} tresholdNode - The threshold is one option to control the intensity and size of the effect.
 	 * @param {Node<float>} scaleNode - Defines the vertical scale of the flares.
-	 * @param {Number} samples - More samples result in larger flares and a more expensive runtime behavior.
+	 * @param {number} samples - More samples result in larger flares and a more expensive runtime behavior.
 	 */
 	constructor( textureNode, tresholdNode, scaleNode, samples ) {
 
@@ -101,7 +101,7 @@ class AnamorphicNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
 		 * its effect once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -122,8 +122,8 @@ class AnamorphicNode extends TempNode {
 	/**
 	 * Sets the size of the effect.
 	 *
-	 * @param {Number} width - The width of the effect.
-	 * @param {Number} height - The height of the effect.
+	 * @param {number} width - The width of the effect.
+	 * @param {number} height - The height of the effect.
 	 */
 	setSize( width, height ) {
 
@@ -247,9 +247,9 @@ class AnamorphicNode extends TempNode {
  * @tsl
  * @function
  * @param {TextureNode} node - The node that represents the input of the effect.
- * @param {Node<float> | Number} [threshold=0.9] - The threshold is one option to control the intensity and size of the effect.
- * @param {Node<float> | Number} [scale=3] - Defines the vertical scale of the flares.
- * @param {Number} [samples=32] - More samples result in larger flares and a more expensive runtime behavior.
+ * @param {Node<float> | number} [threshold=0.9] - The threshold is one option to control the intensity and size of the effect.
+ * @param {Node<float> | number} [scale=3] - Defines the vertical scale of the flares.
+ * @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 ) );

+ 11 - 11
examples/jsm/tsl/display/BloomNode.js

@@ -53,9 +53,9 @@ class BloomNode extends TempNode {
 	 * Constructs a new bloom node.
 	 *
 	 * @param {Node<vec4>} inputNode - The node that represents the input of the effect.
-	 * @param {Number} [strength=1] - The strength of the bloom.
-	 * @param {Number} [radius=0] - The radius of the bloom.
-	 * @param {Number} [threshold=0] - The luminance threshold limits which bright areas contribute to the bloom effect.
+	 * @param {number} [strength=1] - The strength of the bloom.
+	 * @param {number} [radius=0] - The radius of the bloom.
+	 * @param {number} [threshold=0] - The luminance threshold limits which bright areas contribute to the bloom effect.
 	 */
 	constructor( inputNode, strength = 1, radius = 0, threshold = 0 ) {
 
@@ -116,7 +116,7 @@ class BloomNode extends TempNode {
 		 * The number if blur mips.
 		 *
 		 * @private
-		 * @type {Number}
+		 * @type {number}
 		 */
 		this._nMips = 5;
 
@@ -234,7 +234,7 @@ class BloomNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
 		 * its effect once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -255,8 +255,8 @@ class BloomNode extends TempNode {
 	/**
 	 * Sets the size of the effect.
 	 *
-	 * @param {Number} width - The width of the effect.
-	 * @param {Number} height - The height of the effect.
+	 * @param {number} width - The width of the effect.
+	 * @param {number} height - The height of the effect.
 	 */
 	setSize( width, height ) {
 
@@ -442,7 +442,7 @@ class BloomNode extends TempNode {
 	 * Create a separable blur material for the given kernel radius.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @param {Number} kernelRadius - The kernel radius.
+	 * @param {number} kernelRadius - The kernel radius.
 	 * @return {NodeMaterial}
 	 */
 	_getSeparableBlurMaterial( builder, kernelRadius ) {
@@ -508,9 +508,9 @@ class BloomNode extends TempNode {
  * @tsl
  * @function
  * @param {Node<vec4>} node - The node that represents the input of the effect.
- * @param {Number} [strength=1] - The strength of the bloom.
- * @param {Number} [radius=0] - The radius of the bloom.
- * @param {Number} [threshold=0] - The luminance threshold limits which bright areas contribute to the bloom effect.
+ * @param {number} [strength=1] - The strength of the bloom.
+ * @param {number} [radius=0] - The radius of the bloom.
+ * @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 ) );

+ 5 - 5
examples/jsm/tsl/display/DenoiseNode.js

@@ -101,7 +101,7 @@ class DenoiseNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
 		 * its internal uniforms once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -259,9 +259,9 @@ export default DenoiseNode;
 /**
  * Generates denoise samples based on the given parameters.
  *
- * @param {Number} numSamples - The number of samples.
- * @param {Number} numRings - The number of rings.
- * @param {Number} radiusExponent - The radius exponent.
+ * @param {number} numSamples - The number of samples.
+ * @param {number} numRings - The number of rings.
+ * @param {number} radiusExponent - The radius exponent.
  * @return {Array<Vector3>} The denoise samples.
  */
 function generateDenoiseSamples( numSamples, numRings, radiusExponent ) {
@@ -283,7 +283,7 @@ function generateDenoiseSamples( numSamples, numRings, radiusExponent ) {
 /**
  * Generates a default noise texture for the given size.
  *
- * @param {Number} [size=64] - The texture size.
+ * @param {number} [size=64] - The texture size.
  * @return {DataTexture} The generated noise texture.
  */
 function generateDefaultNoise( size = 64 ) {

+ 4 - 4
examples/jsm/tsl/display/DepthOfFieldNode.js

@@ -74,7 +74,7 @@ class DepthOfFieldNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
 		 * its internal uniforms once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -189,9 +189,9 @@ export default DepthOfFieldNode;
  * @function
  * @param {Node<vec4>} node - The node that represents the input of the effect.
  * @param {Node<float>} viewZNode - Represents the viewZ depth values of the scene.
- * @param {Node<float> | Number} focus - Defines the effect's focus which is the distance along the camera's look direction in world units.
- * @param {Node<float> | Number} aperture - Defines the effect's aperture.
- * @param {Node<float> | Number} maxblur - Defines the effect's maximum blur.
+ * @param {Node<float> | number} focus - Defines the effect's focus which is the distance along the camera's look direction in world units.
+ * @param {Node<float> | number} aperture - Defines the effect's aperture.
+ * @param {Node<float> | number} maxblur - Defines the effect's maximum blur.
  * @returns {DepthOfFieldNode}
  */
 export const dof = ( node, viewZNode, focus = 1, aperture = 0.025, maxblur = 1 ) => nodeObject( new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focus ), nodeObject( aperture ), nodeObject( maxblur ) ) );

+ 4 - 4
examples/jsm/tsl/display/DotScreenNode.js

@@ -18,8 +18,8 @@ class DotScreenNode extends TempNode {
 	 * Constructs a new dot screen node.
 	 *
 	 * @param {Node} inputNode - The node that represents the input of the effect.
-	 * @param {Number} [angle=1.57] - The rotation of the effect in radians.
-	 * @param {Number} [scale=1] - The scale of the effect. A higher value means smaller dots.
+	 * @param {number} [angle=1.57] - The rotation of the effect in radians.
+	 * @param {number} [scale=1] - The scale of the effect. A higher value means smaller dots.
 	 */
 	constructor( inputNode, angle = 1.57, scale = 1 ) {
 
@@ -96,8 +96,8 @@ export default DotScreenNode;
  * @tsl
  * @function
  * @param {Node<vec4>} node - The node that represents the input of the effect.
- * @param {Number} [angle=1.57] - The rotation of the effect in radians.
- * @param {Number} [scale=1] - The scale of the effect. A higher value means smaller dots.
+ * @param {number} [angle=1.57] - The rotation of the effect in radians.
+ * @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 ) );

+ 1 - 1
examples/jsm/tsl/display/FXAANode.js

@@ -35,7 +35,7 @@ class FXAANode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
 		 * its internal uniforms once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;

+ 7 - 7
examples/jsm/tsl/display/GTAONode.js

@@ -69,7 +69,7 @@ class GTAONode extends TempNode {
 		 * The resolution scale. By default the effect is rendered in full resolution
 		 * for best quality but a value of `0.5` should be sufficient for most scenes.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 1
 		 */
 		this.resolutionScale = 1;
@@ -78,7 +78,7 @@ class GTAONode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
 		 * its effect once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -222,8 +222,8 @@ class GTAONode extends TempNode {
 	/**
 	 * Sets the size of the effect.
 	 *
-	 * @param {Number} width - The width of the effect.
-	 * @param {Number} height - The height of the effect.
+	 * @param {number} width - The width of the effect.
+	 * @param {number} height - The height of the effect.
 	 */
 	setSize( width, height ) {
 
@@ -415,7 +415,7 @@ export default GTAONode;
 /**
  * Generates the AO's noise texture for the given size.
  *
- * @param {Number} [size=5] - The noise size.
+ * @param {number} [size=5] - The noise size.
  * @return {DataTexture} The generated noise texture.
  */
 function generateMagicSquareNoise( size = 5 ) {
@@ -453,8 +453,8 @@ function generateMagicSquareNoise( size = 5 ) {
 /**
  * Computes an array of magic square values required to generate the noise texture.
  *
- * @param {Number} size - The noise size.
- * @return {Array<Number>} The magic square values.
+ * @param {number} size - The noise size.
+ * @return {Array<number>} The magic square values.
  */
 function generateMagicSquare( size ) {
 

+ 12 - 12
examples/jsm/tsl/display/GaussianBlurNode.js

@@ -49,7 +49,7 @@ class GaussianBlurNode extends TempNode {
 	 *
 	 * @param {TextureNode} textureNode - The texture node that represents the input of the effect.
 	 * @param {Node<vec2|float>} directionNode - Defines the direction and radius of the blur.
-	 * @param {Number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius.
+	 * @param {number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius.
 	 */
 	constructor( textureNode, directionNode = null, sigma = 2 ) {
 
@@ -72,7 +72,7 @@ class GaussianBlurNode extends TempNode {
 		/**
 		 * Controls the kernel of the blur filter. Higher values mean a wider blur radius.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 */
 		this.sigma = sigma;
 
@@ -124,7 +124,7 @@ class GaussianBlurNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
 		 * its effect once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -141,7 +141,7 @@ class GaussianBlurNode extends TempNode {
 		 * Whether the effect should use premultiplied alpha or not. Set this to `true`
 		 * if you are going to blur texture input with transparency.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default false
 		 */
 		this.premultipliedAlpha = false;
@@ -151,7 +151,7 @@ class GaussianBlurNode extends TempNode {
 	/**
 	 * Sets the given premultiplied alpha value.
 	 *
-	 * @param {Boolean} value - Whether the effect should use premultiplied alpha or not.
+	 * @param {boolean} value - Whether the effect should use premultiplied alpha or not.
 	 * @return {GaussianBlurNode} height - A reference to this node.
 	 */
 	setPremultipliedAlpha( value ) {
@@ -165,7 +165,7 @@ class GaussianBlurNode extends TempNode {
 	/**
 	 * Returns the premultiplied alpha value.
 	 *
-	 * @return {Boolean} Whether the effect should use premultiplied alpha or not.
+	 * @return {boolean} Whether the effect should use premultiplied alpha or not.
 	 */
 	getPremultipliedAlpha() {
 
@@ -176,8 +176,8 @@ class GaussianBlurNode extends TempNode {
 	/**
 	 * Sets the size of the effect.
 	 *
-	 * @param {Number} width - The width of the effect.
-	 * @param {Number} height - The height of the effect.
+	 * @param {number} width - The width of the effect.
+	 * @param {number} height - The height of the effect.
 	 */
 	setSize( width, height ) {
 
@@ -347,8 +347,8 @@ class GaussianBlurNode extends TempNode {
 	 * Computes gaussian coefficients depending on the given kernel radius.
 	 *
 	 * @private
-	 * @param {Number} kernelRadius - The kernel radius.
-	 * @return {Array<Number>}
+	 * @param {number} kernelRadius - The kernel radius.
+	 * @return {Array<number>}
 	 */
 	_getCoefficients( kernelRadius ) {
 
@@ -375,7 +375,7 @@ export default GaussianBlurNode;
  * @function
  * @param {Node<vec4>} node - The node that represents the input of the effect.
  * @param {Node<vec2|float>} directionNode - Defines the direction and radius of the blur.
- * @param {Number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius.
+ * @param {number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius.
  * @returns {GaussianBlurNode}
  */
 export const gaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ) );
@@ -387,7 +387,7 @@ export const gaussianBlur = ( node, directionNode, sigma ) => nodeObject( new Ga
  * @function
  * @param {Node<vec4>} node - The node that represents the input of the effect.
  * @param {Node<vec2|float>} directionNode - Defines the direction and radius of the blur.
- * @param {Number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius.
+ * @param {number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius.
  * @returns {GaussianBlurNode}
  */
 export const premultipliedGaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ).setPremultipliedAlpha( true ) );

+ 14 - 14
examples/jsm/tsl/display/LensflareNode.js

@@ -29,11 +29,11 @@ class LensflareNode extends TempNode {
 	 * @param {TextureNode} textureNode - The texture node that represents the scene's bloom.
 	 * @param {Object} params - The parameter object for configuring the effect.
 	 * @param {Node<vec3> | Color} [params.ghostTint=vec3(1, 1, 1)] - Defines the tint of the flare/ghosts.
-	 * @param {Node<float> | Number} [params.threshold=float(0.5)] - Controls the size and strength of the effect. A higher threshold results in smaller flares.
-	 * @param {Node<float> | Number} [params.ghostSamples=float(4)] - Represents the number of flares/ghosts per bright spot which pivot around the center.
-	 * @param {Node<float> | Number} [params.ghostSpacing=float(0.25)] - Defines the spacing of the flares/ghosts.
-	 * @param {Node<float> | Number} [params.ghostAttenuationFactor=float(25)] - Defines the attenuation factor of flares/ghosts.
-	 * @param {Number} [params.downSampleRatio=4] - Defines how downsampling since the effect is usually not rendered at full resolution.
+	 * @param {Node<float> | number} [params.threshold=float(0.5)] - Controls the size and strength of the effect. A higher threshold results in smaller flares.
+	 * @param {Node<float> | number} [params.ghostSamples=float(4)] - Represents the number of flares/ghosts per bright spot which pivot around the center.
+	 * @param {Node<float> | number} [params.ghostSpacing=float(0.25)] - Defines the spacing of the flares/ghosts.
+	 * @param {Node<float> | number} [params.ghostAttenuationFactor=float(25)] - Defines the attenuation factor of flares/ghosts.
+	 * @param {number} [params.downSampleRatio=4] - Defines how downsampling since the effect is usually not rendered at full resolution.
 	 */
 	constructor( textureNode, params = {} ) {
 
@@ -93,7 +93,7 @@ class LensflareNode extends TempNode {
 		/**
 		 * Defines how downsampling since the effect is usually not rendered at full resolution.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 */
 		this.downSampleRatio = downSampleRatio;
 
@@ -101,7 +101,7 @@ class LensflareNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
 		 * its effect once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -148,8 +148,8 @@ class LensflareNode extends TempNode {
 	/**
 	 * Sets the size of the effect.
 	 *
-	 * @param {Number} width - The width of the effect.
-	 * @param {Number} height - The height of the effect.
+	 * @param {number} width - The width of the effect.
+	 * @param {number} height - The height of the effect.
 	 */
 	setSize( width, height ) {
 
@@ -268,11 +268,11 @@ export default LensflareNode;
  * @param {TextureNode} node - The node that represents the scene's bloom.
  * @param {Object} params - The parameter object for configuring the effect.
  * @param {Node<vec3> | Color} [params.ghostTint=vec3(1, 1, 1)] - Defines the tint of the flare/ghosts.
- * @param {Node<float> | Number} [params.threshold=float(0.5)] - Controls the size and strength of the effect. A higher threshold results in smaller flares.
- * @param {Node<float> | Number} [params.ghostSamples=float(4)] - Represents the number of flares/ghosts per bright spot which pivot around the center.
- * @param {Node<float> | Number} [params.ghostSpacing=float(0.25)] - Defines the spacing of the flares/ghosts.
- * @param {Node<float> | Number} [params.ghostAttenuationFactor=float(25)] - Defines the attenuation factor of flares/ghosts.
- * @param {Number} [params.downSampleRatio=4] - Defines how downsampling since the effect is usually not rendered at full resolution.
+ * @param {Node<float> | number} [params.threshold=float(0.5)] - Controls the size and strength of the effect. A higher threshold results in smaller flares.
+ * @param {Node<float> | number} [params.ghostSamples=float(4)] - Represents the number of flares/ghosts per bright spot which pivot around the center.
+ * @param {Node<float> | number} [params.ghostSpacing=float(0.25)] - Defines the spacing of the flares/ghosts.
+ * @param {Node<float> | number} [params.ghostAttenuationFactor=float(25)] - Defines the attenuation factor of flares/ghosts.
+ * @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 ) );

+ 3 - 3
examples/jsm/tsl/display/Lut3DNode.js

@@ -19,7 +19,7 @@ class Lut3DNode extends TempNode {
 	 *
 	 * @param {Node} inputNode - The node that represents the input of the effect.
 	 * @param {TextureNode} lutNode - A texture node that represents the lookup table.
-	 * @param {Number} size - The size of the lookup table.
+	 * @param {number} size - The size of the lookup table.
 	 * @param {Node<float>} intensityNode - Controls the intensity of the effect.
 	 */
 	constructor( inputNode, lutNode, size, intensityNode ) {
@@ -101,8 +101,8 @@ export default Lut3DNode;
  * @function
  * @param {Node} node - The node that represents the input of the effect.
  * @param {TextureNode} lut - A texture node that represents the lookup table.
- * @param {Number} size - The size of the lookup table.
- * @param {Node<float> | Number} intensity - Controls the intensity of the effect.
+ * @param {number} size - The size of the lookup table.
+ * @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 ) ) );

+ 6 - 6
examples/jsm/tsl/display/OutlineNode.js

@@ -58,7 +58,7 @@ class OutlineNode extends TempNode {
 	 * @param {Array<Object3D>} params.selectedObjects - An array of selected objects.
 	 * @param {Node<float>} [params.edgeThickness=float(1)] - The thickness of the edges.
 	 * @param {Node<float>} [params.edgeGlow=float(0)] - Can be used for an animated glow/pulse effects.
-	 * @param {Number} [params.downSampleRatio=2] - The downsample ratio.
+	 * @param {number} [params.downSampleRatio=2] - The downsample ratio.
 	 */
 	constructor( scene, camera, params = {} ) {
 
@@ -109,7 +109,7 @@ class OutlineNode extends TempNode {
 		/**
 		 * The downsample ratio.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 2
 		 */
 		this.downSampleRatio = downSampleRatio;
@@ -118,7 +118,7 @@ class OutlineNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
 		 * its effect once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -403,8 +403,8 @@ class OutlineNode extends TempNode {
 	/**
 	 * Sets the size of the effect.
 	 *
-	 * @param {Number} width - The width of the effect.
-	 * @param {Number} height - The height of the effect.
+	 * @param {number} width - The width of the effect.
+	 * @param {number} height - The height of the effect.
 	 */
 	setSize( width, height ) {
 
@@ -744,7 +744,7 @@ export default OutlineNode;
  * @param {Array<Object3D>} params.selectedObjects - An array of selected objects.
  * @param {Node<float>} [params.edgeThickness=float(1)] - The thickness of the edges.
  * @param {Node<float>} [params.edgeGlow=float(0)] - Can be used for animated glow/pulse effects.
- * @param {Number} [params.downSampleRatio=2] - The downsample ratio.
+ * @param {number} [params.downSampleRatio=2] - The downsample ratio.
  * @returns {OutlineNode}
  */
 export const outline = ( scene, camera, params ) => nodeObject( new OutlineNode( scene, camera, params ) );

+ 1 - 1
examples/jsm/tsl/display/ParallaxBarrierPassNode.js

@@ -28,7 +28,7 @@ class ParallaxBarrierPassNode extends StereoCompositePassNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */

+ 13 - 13
examples/jsm/tsl/display/PixelationPassNode.js

@@ -82,7 +82,7 @@ class PixelationNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
 		 * its internal uniforms once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -233,9 +233,9 @@ class PixelationPassNode extends PassNode {
 	 *
 	 * @param {Scene} scene - The scene to render.
 	 * @param {Camera} camera - The camera to render the scene with.
-	 * @param {Node<float> | Number} [pixelSize=6] - The pixel size.
-	 * @param {Node<float> | Number} [normalEdgeStrength=03] - The normal edge strength.
-	 * @param {Node<float> | Number} [depthEdgeStrength=03] - The depth edge strength.
+	 * @param {Node<float> | number} [pixelSize=6] - The pixel size.
+	 * @param {Node<float> | number} [normalEdgeStrength=03] - The normal edge strength.
+	 * @param {Node<float> | number} [depthEdgeStrength=03] - The depth edge strength.
 	 */
 	constructor( scene, camera, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) {
 
@@ -244,7 +244,7 @@ class PixelationPassNode extends PassNode {
 		/**
 		 * The pixel size.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 6
 		 */
 		this.pixelSize = pixelSize;
@@ -252,7 +252,7 @@ class PixelationPassNode extends PassNode {
 		/**
 		 * The normal edge strength.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0.3
 		 */
 		this.normalEdgeStrength = normalEdgeStrength;
@@ -260,7 +260,7 @@ class PixelationPassNode extends PassNode {
 		/**
 		 * The depth edge strength.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0.4
 		 */
 		this.depthEdgeStrength = depthEdgeStrength;
@@ -268,7 +268,7 @@ class PixelationPassNode extends PassNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -284,8 +284,8 @@ class PixelationPassNode extends PassNode {
 	/**
 	 * Sets the size of the pass.
 	 *
-	 * @param {Number} width - The width of the pass.
-	 * @param {Number} height - The height of the pass.
+	 * @param {number} width - The width of the pass.
+	 * @param {number} height - The height of the pass.
 	 */
 	setSize( width, height ) {
 
@@ -323,9 +323,9 @@ class PixelationPassNode extends PassNode {
  * @function
  * @param {Scene} scene - The scene to render.
  * @param {Camera} camera - The camera to render the scene with.
- * @param {Node<float> | Number} [pixelSize=6] - The pixel size.
- * @param {Node<float> | Number} [normalEdgeStrength=03] - The normal edge strength.
- * @param {Node<float> | Number} [depthEdgeStrength=03] - The depth edge strength.
+ * @param {Node<float> | number} [pixelSize=6] - The pixel size.
+ * @param {Node<float> | number} [normalEdgeStrength=03] - The normal edge strength.
+ * @param {Node<float> | number} [depthEdgeStrength=03] - The depth edge strength.
  * @returns {PixelationPassNode}
  */
 export const pixelationPass = ( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) => nodeObject( new PixelationPassNode( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) );

+ 4 - 4
examples/jsm/tsl/display/RGBShiftNode.js

@@ -19,8 +19,8 @@ class RGBShiftNode extends TempNode {
 	 * Constructs a new RGB shift node.
 	 *
 	 * @param {TextureNode} textureNode - The texture node that represents the input of the effect.
-	 * @param {Number} [amount=0.005] - The amount of the RGB shift.
-	 * @param {Number} [angle=0] - Defines the orientation in which colors are shifted.
+	 * @param {number} [amount=0.005] - The amount of the RGB shift.
+	 * @param {number} [angle=0] - Defines the orientation in which colors are shifted.
 	 */
 	constructor( textureNode, amount = 0.005, angle = 0 ) {
 
@@ -88,8 +88,8 @@ export default RGBShiftNode;
  * @tsl
  * @function
  * @param {Node<vec4>} node - The node that represents the input of the effect.
- * @param {Number} [amount=0.005] - The amount of the RGB shift.
- * @param {Number} [angle=0] - Defines in which direction colors are shifted.
+ * @param {number} [amount=0.005] - The amount of the RGB shift.
+ * @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 ) );

+ 5 - 5
examples/jsm/tsl/display/SMAANode.js

@@ -44,7 +44,7 @@ class SMAANode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
 		 * its effect once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -216,8 +216,8 @@ class SMAANode extends TempNode {
 	/**
 	 * Sets the size of the effect.
 	 *
-	 * @param {Number} width - The width of the effect.
-	 * @param {Number} height - The height of the effect.
+	 * @param {number} width - The width of the effect.
+	 * @param {number} height - The height of the effect.
 	 */
 	setSize( width, height ) {
 
@@ -732,7 +732,7 @@ class SMAANode extends TempNode {
 	 * Returns the area texture as a Base64 string.
 	 *
 	 * @private
-	 * @return {String} The area texture.
+	 * @return {string} The area texture.
 	 */
 	_getAreaTexture() {
 
@@ -744,7 +744,7 @@ class SMAANode extends TempNode {
 	 * Returns the search texture as a Base64 string..
 	 *
 	 * @private
-	 * @return {String} The search texture.
+	 * @return {string} The search texture.
 	 */
 	_getSearchTexture() {
 

+ 4 - 4
examples/jsm/tsl/display/SSAAPassNode.js

@@ -37,7 +37,7 @@ class SSAAPassNode extends PassNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -47,7 +47,7 @@ class SSAAPassNode extends PassNode {
 		 * The sample level specified  as n, where the number of samples is 2^n,
 		 * so sampleLevel = 4, is 2^4 samples, 16.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 4
 		 */
 		this.sampleLevel = 4;
@@ -55,7 +55,7 @@ class SSAAPassNode extends PassNode {
 		/**
 		 * Whether rounding errors should be mitigated or not.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.unbiased = true;
@@ -71,7 +71,7 @@ class SSAAPassNode extends PassNode {
 		/**
 		 * The clear alpha of the pass.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.clearAlpha = 0;

+ 4 - 4
examples/jsm/tsl/display/SSRNode.js

@@ -74,7 +74,7 @@ class SSRNode extends TempNode {
 		 * to `1` improves quality but also results in more
 		 * computational overhead.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0.5
 		 */
 		this.resolutionScale = 0.5;
@@ -83,7 +83,7 @@ class SSRNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
 		 * its effect once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;
@@ -209,8 +209,8 @@ class SSRNode extends TempNode {
 	/**
 	 * Sets the size of the effect.
 	 *
-	 * @param {Number} width - The width of the effect.
-	 * @param {Number} height - The height of the effect.
+	 * @param {number} width - The width of the effect.
+	 * @param {number} height - The height of the effect.
 	 */
 	setSize( width, height ) {
 

+ 1 - 1
examples/jsm/tsl/display/SobelOperatorNode.js

@@ -36,7 +36,7 @@ class SobelOperatorNode extends TempNode {
 		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
 		 * its internal uniforms once per frame in `updateBefore()`.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateBeforeType = NodeUpdateType.FRAME;

+ 4 - 4
examples/jsm/tsl/display/StereoCompositePassNode.js

@@ -37,7 +37,7 @@ class StereoCompositePassNode extends PassNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -92,7 +92,7 @@ class StereoCompositePassNode extends PassNode {
 	/**
 	 * Updates the internal stereo camera.
 	 *
-	 * @param {Number} coordinateSystem - The current coordinate system.
+	 * @param {number} coordinateSystem - The current coordinate system.
 	 */
 	updateStereoCamera( coordinateSystem ) {
 
@@ -105,8 +105,8 @@ class StereoCompositePassNode extends PassNode {
 	/**
 	 * Sets the size of the pass.
 	 *
-	 * @param {Number} width - The width of the pass.
-	 * @param {Number} height - The height of the pass.
+	 * @param {number} width - The width of the pass.
+	 * @param {number} height - The height of the pass.
 	 */
 	setSize( width, height ) {
 

+ 1 - 1
examples/jsm/tsl/display/StereoPassNode.js

@@ -31,7 +31,7 @@ class StereoPassNode extends PassNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */

+ 6 - 6
examples/jsm/tsl/display/TRAAPassNode.js

@@ -39,7 +39,7 @@ class TRAAPassNode extends PassNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -56,7 +56,7 @@ class TRAAPassNode extends PassNode {
 		/**
 		 * The clear alpha of the pass.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.clearAlpha = 0;
@@ -65,7 +65,7 @@ class TRAAPassNode extends PassNode {
 		 * The jitter index selects the current camera offset value.
 		 *
 		 * @private
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this._jitterIndex = 0;
@@ -116,9 +116,9 @@ class TRAAPassNode extends PassNode {
 	/**
 	 * Sets the size of the effect.
 	 *
-	 * @param {Number} width - The width of the effect.
-	 * @param {Number} height - The height of the effect.
-	 * @return {Boolean} Whether the TRAA needs a restart or not. That is required after a resize since buffer data with different sizes can't be resolved.
+	 * @param {number} width - The width of the effect.
+	 * @param {number} height - The height of the effect.
+	 * @return {boolean} Whether the TRAA needs a restart or not. That is required after a resize since buffer data with different sizes can't be resolved.
 	 */
 	setSize( width, height ) {
 

+ 3 - 3
examples/jsm/tsl/display/TransitionNode.js

@@ -132,9 +132,9 @@ export default TransitionNode;
  * @param {Node<vec4>} nodeA - A texture node that represents the beauty pass of the first scene.
  * @param {Node<vec4>} nodeB - A texture node that represents the beauty pass of the second scene.
  * @param {Node<vec4>} mixTextureNode - A texture that defines how the transition effect should look like.
- * @param {Node<float> | Number} mixRatio - The interpolation factor that controls the mix.
- * @param {Node<float> | Number} threshold - Can be used to tweak the linear interpolation.
- * @param {Node<float> | Number} useTexture - Whether `mixTextureNode` should influence the transition or not.
+ * @param {Node<float> | number} mixRatio - The interpolation factor that controls the mix.
+ * @param {Node<float> | number} threshold - Can be used to tweak the linear interpolation.
+ * @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 ) ) );

+ 1 - 1
examples/jsm/utils/BufferGeometryUtils.js

@@ -101,7 +101,7 @@ function computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) {
 
 /**
  * @param  {Array<BufferGeometry>} geometries
- * @param  {Boolean} useGroups
+ * @param  {boolean} useGroups
  * @return {BufferGeometry}
  */
 function mergeGeometries( geometries, useGroups = false ) {

+ 1 - 1
examples/jsm/utils/GeometryCompressionUtils.js

@@ -18,7 +18,7 @@ import {
  * Make the input geometry's normal attribute encoded and compressed by 3 different methods.
  *
  * @param {THREE.BufferGeometry} geometry
- * @param {String} encodeMethod		"DEFAULT" || "OCT1Byte" || "OCT2Byte" || "ANGLES"
+ * @param {string} encodeMethod		"DEFAULT" || "OCT1Byte" || "OCT2Byte" || "ANGLES"
  *
  */
 function compressNormals( geometry, encodeMethod ) {

+ 1 - 1
examples/jsm/webxr/XRControllerModelFactory.js

@@ -55,7 +55,7 @@ class XRControllerModel extends Object3D {
 	 * Polls data from the XRInputSource and updates the model's components to match
 	 * the real world data
 	 *
-	 * @param {Boolean} force
+	 * @param {boolean} force
 	 */
 	updateMatrixWorld( force ) {
 

+ 5 - 5
src/extras/TextureUtils.js

@@ -70,11 +70,11 @@ function fill( texture ) {
  * Given the width, height, format, and type of a texture. Determines how many
  * bytes must be used to represent the texture.
  *
- * @param {Number} width
- * @param {Number} height
- * @param {Number} format
- * @param {Number} type
- * @return {Number} The number of bytes required to represent the texture.
+ * @param {number} width
+ * @param {number} height
+ * @param {number} format
+ * @param {number} type
+ * @return {number} The number of bytes required to represent the texture.
  */
 function getByteLength( width, height, format, type ) {
 

+ 7 - 7
src/loaders/nodes/NodeLoader.js

@@ -22,14 +22,14 @@ class NodeLoader extends Loader {
 		/**
 		 * Represents a dictionary of textures.
 		 *
-		 * @type {Object<String,Texture>}
+		 * @type {Object<string,Texture>}
 		 */
 		this.textures = {};
 
 		/**
 		 * Represents a dictionary of node types.
 		 *
-		 * @type {Object<String,Node.constructor>}
+		 * @type {Object<string,Node.constructor>}
 		 */
 		this.nodes = {};
 
@@ -38,7 +38,7 @@ class NodeLoader extends Loader {
 	/**
 	 * Loads the node definitions from the given URL.
 	 *
-	 * @param {String} url - The path/URL of the file to be loaded.
+	 * @param {string} url - The path/URL of the file to be loaded.
 	 * @param {Function} onLoad - Will be called when load completes.
 	 * @param {Function} onProgress - Will be called while load progresses.
 	 * @param {Function} onError - Will be called when errors are thrown during the loading process.
@@ -79,7 +79,7 @@ class NodeLoader extends Loader {
 	 * Parse the node dependencies for the loaded node.
 	 *
 	 * @param {Object} json - The JSON definition
-	 * @return {Object<String,Node>} A dictionary with node dependencies.
+	 * @return {Object<string,Node>} A dictionary with node dependencies.
 	 */
 	parseNodes( json ) {
 
@@ -142,7 +142,7 @@ class NodeLoader extends Loader {
 	/**
 	 * Defines the dictionary of textures.
 	 *
-	 * @param {Object<String,Texture>} value - The texture library defines as `<uuid,texture>`.
+	 * @param {Object<string,Texture>} value - The texture library defines as `<uuid,texture>`.
 	 * @return {NodeLoader} A reference to this loader.
 	 */
 	setTextures( value ) {
@@ -155,7 +155,7 @@ class NodeLoader extends Loader {
 	/**
 	 * Defines the dictionary of node types.
 	 *
-	 * @param {Object<String,Node.constructor>} value - The node library defined as `<classname,class>`.
+	 * @param {Object<string,Node.constructor>} value - The node library defined as `<classname,class>`.
 	 * @return {NodeLoader} A reference to this loader.
 	 */
 	setNodes( value ) {
@@ -168,7 +168,7 @@ class NodeLoader extends Loader {
 	/**
 	 * Creates a node object from the given type.
 	 *
-	 * @param {String} type - The node type.
+	 * @param {string} type - The node type.
 	 * @return {Node} The created node instance.
 	 */
 	createNodeFromType( type ) {

+ 5 - 5
src/loaders/nodes/NodeMaterialLoader.js

@@ -19,14 +19,14 @@ class NodeMaterialLoader extends MaterialLoader {
 		/**
 		 * Represents a dictionary of node types.
 		 *
-		 * @type {Object<String,Node.constructor>}
+		 * @type {Object<string,Node.constructor>}
 		 */
 		this.nodes = {};
 
 		/**
 		 * Represents a dictionary of node material types.
 		 *
-		 * @type {Object<String,NodeMaterial.constructor>}
+		 * @type {Object<string,NodeMaterial.constructor>}
 		 */
 		this.nodeMaterials = {};
 
@@ -60,7 +60,7 @@ class NodeMaterialLoader extends MaterialLoader {
 	/**
 	 * Defines the dictionary of node types.
 	 *
-	 * @param {Object<String,Node.constructor>} value - The node library defined as `<classname,class>`.
+	 * @param {Object<string,Node.constructor>} value - The node library defined as `<classname,class>`.
 	 * @return {NodeLoader} A reference to this loader.
 	 */
 	setNodes( value ) {
@@ -73,7 +73,7 @@ class NodeMaterialLoader extends MaterialLoader {
 	/**
 	 * Defines the dictionary of node material types.
 	 *
-	 * @param {Object<String,NodeMaterial.constructor>} value - The node material library defined as `<classname,class>`.
+	 * @param {Object<string,NodeMaterial.constructor>} value - The node material library defined as `<classname,class>`.
 	 * @return {NodeLoader} A reference to this loader.
 	 */
 	setNodeMaterials( value ) {
@@ -86,7 +86,7 @@ class NodeMaterialLoader extends MaterialLoader {
 	/**
 	 * Creates a node material from the given type.
 	 *
-	 * @param {String} type - The node material type.
+	 * @param {string} type - The node material type.
 	 * @return {Node} The created node material instance.
 	 */
 	createMaterialFromType( type ) {

+ 8 - 8
src/loaders/nodes/NodeObjectLoader.js

@@ -23,14 +23,14 @@ class NodeObjectLoader extends ObjectLoader {
 		/**
 		 * Represents a dictionary of node types.
 		 *
-		 * @type {Object<String,Node.constructor>}
+		 * @type {Object<string,Node.constructor>}
 		 */
 		this.nodes = {};
 
 		/**
 		 * Represents a dictionary of node material types.
 		 *
-		 * @type {Object<String,NodeMaterial.constructor>}
+		 * @type {Object<string,NodeMaterial.constructor>}
 		 */
 		this.nodeMaterials = {};
 
@@ -47,7 +47,7 @@ class NodeObjectLoader extends ObjectLoader {
 	/**
 	 * Defines the dictionary of node types.
 	 *
-	 * @param {Object<String,Node.constructor>} value - The node library defined as `<classname,class>`.
+	 * @param {Object<string,Node.constructor>} value - The node library defined as `<classname,class>`.
 	 * @return {NodeLoader} A reference to this loader.
 	 */
 	setNodes( value ) {
@@ -60,7 +60,7 @@ class NodeObjectLoader extends ObjectLoader {
 	/**
 	 * Defines the dictionary of node material types.
 	 *
-	 * @param {Object<String,NodeMaterial.constructor>} value - The node material library defined as `<classname,class>`.
+	 * @param {Object<string,NodeMaterial.constructor>} value - The node material library defined as `<classname,class>`.
 	 * @return {NodeLoader} A reference to this loader.
 	 */
 	setNodeMaterials( value ) {
@@ -93,8 +93,8 @@ class NodeObjectLoader extends ObjectLoader {
 	 * Parses the node objects from the given JSON and textures.
 	 *
 	 * @param {Object} json - The JSON definition
-	 * @param {Object<String,Texture>} textures - The texture library.
-	 * @return {Object<String,Node>}. The parsed nodes.
+	 * @param {Object<string,Texture>} textures - The texture library.
+	 * @return {Object<string,Node>}. The parsed nodes.
 	 */
 	parseNodes( json, textures ) {
 
@@ -116,8 +116,8 @@ class NodeObjectLoader extends ObjectLoader {
 	 * Parses the node objects from the given JSON and textures.
 	 *
 	 * @param {Object} json - The JSON definition
-	 * @param {Object<String,Texture>} textures - The texture library.
-	 * @return {Object<String,NodeMaterial>}. The parsed materials.
+	 * @param {Object<string,Texture>} textures - The texture library.
+	 * @return {Object<string,NodeMaterial>}. The parsed materials.
 	 */
 	parseMaterials( json, textures ) {
 

+ 8 - 8
src/materials/nodes/Line2NodeMaterial.js

@@ -42,7 +42,7 @@ class Line2NodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -53,7 +53,7 @@ class Line2NodeMaterial extends NodeMaterial {
 		/**
 		 * Whether vertex colors should be used or not.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default false
 		 */
 		this.useColor = parameters.vertexColors;
@@ -61,7 +61,7 @@ class Line2NodeMaterial extends NodeMaterial {
 		/**
 		 * The dash offset.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.dashOffset = 0;
@@ -69,7 +69,7 @@ class Line2NodeMaterial extends NodeMaterial {
 		/**
 		 * The line width.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.lineWidth = 1;
@@ -118,7 +118,7 @@ class Line2NodeMaterial extends NodeMaterial {
 		 * Blending is set to `NoBlending` since transparency
 		 * is not supported, yet.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.blending = NoBlending;
@@ -479,7 +479,7 @@ class Line2NodeMaterial extends NodeMaterial {
 	 * Whether the lines should sized in world units or not.
 	 * When set to `false` the unit is pixel.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default false
 	 */
 	get worldUnits() {
@@ -502,7 +502,7 @@ class Line2NodeMaterial extends NodeMaterial {
 	/**
 	 * Whether the lines should be dashed or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default false
 	 */
 	get dashed() {
@@ -525,7 +525,7 @@ class Line2NodeMaterial extends NodeMaterial {
 	/**
 	 * Whether alpha to coverage should be used or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default true
 	 */
 	get alphaToCoverage() {

+ 1 - 1
src/materials/nodes/LineBasicNodeMaterial.js

@@ -29,7 +29,7 @@ class LineBasicNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */

+ 2 - 2
src/materials/nodes/LineDashedNodeMaterial.js

@@ -33,7 +33,7 @@ class LineDashedNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -44,7 +44,7 @@ class LineDashedNodeMaterial extends NodeMaterial {
 		/**
 		 * The dash offset.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.dashOffset = 0;

+ 2 - 2
src/materials/nodes/MeshBasicNodeMaterial.js

@@ -35,7 +35,7 @@ class MeshBasicNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -46,7 +46,7 @@ class MeshBasicNodeMaterial extends NodeMaterial {
 		 * this property to `true` since we use a lighting model to compute
 		 * the outgoing light of the fragment shader.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.lights = true;

+ 2 - 2
src/materials/nodes/MeshLambertNodeMaterial.js

@@ -31,7 +31,7 @@ class MeshLambertNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -40,7 +40,7 @@ class MeshLambertNodeMaterial extends NodeMaterial {
 		/**
 		 * Set to `true` because lambert materials react on lights.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.lights = true;

+ 1 - 1
src/materials/nodes/MeshMatcapNodeMaterial.js

@@ -34,7 +34,7 @@ class MeshMatcapNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */

+ 1 - 1
src/materials/nodes/MeshNormalNodeMaterial.js

@@ -34,7 +34,7 @@ class MeshNormalNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */

+ 2 - 2
src/materials/nodes/MeshPhongNodeMaterial.js

@@ -34,7 +34,7 @@ class MeshPhongNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -43,7 +43,7 @@ class MeshPhongNodeMaterial extends NodeMaterial {
 		/**
 		 * Set to `true` because phong materials react on lights.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.lights = true;

+ 7 - 7
src/materials/nodes/MeshPhysicalNodeMaterial.js

@@ -36,7 +36,7 @@ class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -272,7 +272,7 @@ class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
 	/**
 	 * Whether the lighting model should use clearcoat or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default true
 	 */
 	get useClearcoat() {
@@ -284,7 +284,7 @@ class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
 	/**
 	 * Whether the lighting model should use iridescence or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default true
 	 */
 	get useIridescence() {
@@ -296,7 +296,7 @@ class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
 	/**
 	 * Whether the lighting model should use sheen or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default true
 	 */
 	get useSheen() {
@@ -308,7 +308,7 @@ class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
 	/**
 	 * Whether the lighting model should use anisotropy or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default true
 	 */
 	get useAnisotropy() {
@@ -320,7 +320,7 @@ class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
 	/**
 	 * Whether the lighting model should use transmission or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default true
 	 */
 	get useTransmission() {
@@ -332,7 +332,7 @@ class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
 	/**
 	 * Whether the lighting model should use dispersion or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default true
 	 */
 	get useDispersion() {

+ 9 - 9
src/materials/nodes/MeshSSSNodeMaterial.js

@@ -14,13 +14,13 @@ class SSSLightingModel extends PhysicalLightingModel {
 	/**
 	 * Constructs a new physical lighting model.
 	 *
-	 * @param {Boolean} [clearcoat=false] - Whether clearcoat is supported or not.
-	 * @param {Boolean} [sheen=false] - Whether sheen is supported or not.
-	 * @param {Boolean} [iridescence=false] - Whether iridescence is supported or not.
-	 * @param {Boolean} [anisotropy=false] - Whether anisotropy is supported or not.
-	 * @param {Boolean} [transmission=false] - Whether transmission is supported or not.
-	 * @param {Boolean} [dispersion=false] - Whether dispersion is supported or not.
-	 * @param {Boolean} [sss=false] - Whether SSS is supported or not.
+	 * @param {boolean} [clearcoat=false] - Whether clearcoat is supported or not.
+	 * @param {boolean} [sheen=false] - Whether sheen is supported or not.
+	 * @param {boolean} [iridescence=false] - Whether iridescence is supported or not.
+	 * @param {boolean} [anisotropy=false] - Whether anisotropy is supported or not.
+	 * @param {boolean} [transmission=false] - Whether transmission is supported or not.
+	 * @param {boolean} [dispersion=false] - Whether dispersion is supported or not.
+	 * @param {boolean} [sss=false] - Whether SSS is supported or not.
 	 */
 	constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false, sss = false ) {
 
@@ -29,7 +29,7 @@ class SSSLightingModel extends PhysicalLightingModel {
 		/**
 		 * Whether the lighting model should use SSS or not.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default false
 		 */
 		this.useSSS = sss;
@@ -138,7 +138,7 @@ class MeshSSSNodeMaterial extends MeshPhysicalNodeMaterial {
 	/**
 	 * Whether the lighting model should use SSS or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default true
 	 */
 	get useSSS() {

+ 2 - 2
src/materials/nodes/MeshStandardNodeMaterial.js

@@ -36,7 +36,7 @@ class MeshStandardNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -45,7 +45,7 @@ class MeshStandardNodeMaterial extends NodeMaterial {
 		/**
 		 * Set to `true` because standard materials react on lights.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.lights = true;

+ 2 - 2
src/materials/nodes/MeshToonNodeMaterial.js

@@ -30,7 +30,7 @@ class MeshToonNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -39,7 +39,7 @@ class MeshToonNodeMaterial extends NodeMaterial {
 		/**
 		 * Set to `true` because toon materials react on lights.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.lights = true;

+ 7 - 7
src/materials/nodes/NodeMaterial.js

@@ -41,7 +41,7 @@ class NodeMaterial extends Material {
 	/**
 	 * Represents the type of the node material.
 	 *
-	 * @type {String}
+	 * @type {string}
 	 */
 	get type() {
 
@@ -61,7 +61,7 @@ class NodeMaterial extends Material {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -70,7 +70,7 @@ class NodeMaterial extends Material {
 		/**
 		 * Whether this material is affected by fog or not.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.fog = true;
@@ -78,7 +78,7 @@ class NodeMaterial extends Material {
 		/**
 		 * Whether this material is affected by lights or not.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default false
 		 */
 		this.lights = false;
@@ -88,7 +88,7 @@ class NodeMaterial extends Material {
 		 * This property is managed by the engine and should not be
 		 * modified by apps.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default false
 		 */
 		this.hardwareClipping = false;
@@ -368,7 +368,7 @@ class NodeMaterial extends Material {
 	 * Allows to define a custom cache key that influence the material key computation
 	 * for render objects.
 	 *
-	 * @return {String} The custom cache key.
+	 * @return {string} The custom cache key.
 	 */
 	customProgramCacheKey() {
 
@@ -1062,7 +1062,7 @@ class NodeMaterial extends Material {
 	/**
 	 * Serializes this material to JSON.
 	 *
-	 * @param {(Object|String)?} meta - The meta information for serialization.
+	 * @param {(Object|string)?} meta - The meta information for serialization.
 	 * @return {Object} The serialized node.
 	 */
 	toJSON( meta ) {

+ 2 - 2
src/materials/nodes/PointsNodeMaterial.js

@@ -43,7 +43,7 @@ class PointsNodeMaterial extends SpriteNodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -128,7 +128,7 @@ class PointsNodeMaterial extends SpriteNodeMaterial {
 	/**
 	 * Whether alpha to coverage should be used or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default true
 	 */
 	get alphaToCoverage() {

+ 2 - 2
src/materials/nodes/ShadowNodeMaterial.js

@@ -30,7 +30,7 @@ class ShadowNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -40,7 +40,7 @@ class ShadowNodeMaterial extends NodeMaterial {
 		 * Set to `true` because so it's possible to implement
 		 * the shadow mask effect.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.lights = true;

+ 3 - 3
src/materials/nodes/SpriteNodeMaterial.js

@@ -36,7 +36,7 @@ class SpriteNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -89,7 +89,7 @@ class SpriteNodeMaterial extends NodeMaterial {
 		/**
 		 * In Sprites, the transparent property is enabled by default.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.transparent = true;
@@ -173,7 +173,7 @@ class SpriteNodeMaterial extends NodeMaterial {
 	/**
 	 * Whether to use size attenuation or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default true
 	 */
 	get sizeAttenuation() {

+ 2 - 2
src/materials/nodes/VolumeNodeMaterial.js

@@ -36,7 +36,7 @@ class VolumeNodeMaterial extends NodeMaterial {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -62,7 +62,7 @@ class VolumeNodeMaterial extends NodeMaterial {
 		 * This number of samples for each ray that hits the mesh's surface
 		 * and travels through the volume.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 100
 		 */
 		this.steps = 100;

+ 8 - 8
src/materials/nodes/manager/NodeMaterialObserver.js

@@ -76,28 +76,28 @@ class NodeMaterialObserver {
 		/**
 		 * Whether the material uses node objects or not.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 */
 		this.hasNode = this.containsNode( builder );
 
 		/**
 		 * Whether the node builder's 3D object is animated or not.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 */
 		this.hasAnimation = builder.object.isSkinnedMesh === true;
 
 		/**
 		 * A list of all possible material uniforms
 		 *
-		 * @type {Array<String>}
+		 * @type {Array<string>}
 		 */
 		this.refreshUniforms = refreshUniforms;
 
 		/**
 		 * Holds the current render ID from the node frame.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.renderId = 0;
@@ -108,7 +108,7 @@ class NodeMaterialObserver {
 	 * Returns `true` if the given render object is verified for the first time of this observer.
 	 *
 	 * @param {RenderObject} renderObject - The render object.
-	 * @return {Boolean} Whether the given render object is verified for the first time of this observer.
+	 * @return {boolean} Whether the given render object is verified for the first time of this observer.
 	 */
 	firstInitialization( renderObject ) {
 
@@ -216,7 +216,7 @@ class NodeMaterialObserver {
 	 * node properties.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {Boolean} Whether the node builder's material uses node properties or not.
+	 * @return {boolean} Whether the node builder's material uses node properties or not.
 	 */
 	containsNode( builder ) {
 
@@ -281,7 +281,7 @@ class NodeMaterialObserver {
 	 * Returns `true` if the given render object has not changed its state.
 	 *
 	 * @param {RenderObject} renderObject - The render object.
-	 * @return {Boolean} Whether the given render object has changed its state or not.
+	 * @return {boolean} Whether the given render object has changed its state or not.
 	 */
 	equals( renderObject ) {
 
@@ -475,7 +475,7 @@ class NodeMaterialObserver {
 	 *
 	 * @param {RenderObject} renderObject - The render object.
 	 * @param {NodeFrame} nodeFrame - The current node frame.
-	 * @return {Boolean} Whether the given render object requires a refresh or not.
+	 * @return {boolean} Whether the given render object requires a refresh or not.
 	 */
 	needsRefresh( renderObject, nodeFrame ) {
 

+ 4 - 4
src/nodes/accessors/Arrays.js

@@ -8,8 +8,8 @@ import { getLengthFromType, getTypedArrayFromType } from '../core/NodeUtils.js';
  *
  * @tsl
  * @function
- * @param {Number|TypedArray} count - The data count. It is also valid to pass a typed array as an argument.
- * @param {String|Struct} [type='float'] - The data type.
+ * @param {number|TypedArray} count - The data count. It is also valid to pass a typed array as an argument.
+ * @param {string|Struct} [type='float'] - The data type.
  * @returns {StorageBufferNode}
  */
 export const attributeArray = ( count, type = 'float' ) => {
@@ -40,8 +40,8 @@ export const attributeArray = ( count, type = 'float' ) => {
  *
  * @tsl
  * @function
- * @param {Number|TypedArray} count - The data count. It is also valid to pass a typed array as an argument.
- * @param {String|Struct} [type='float'] - The data type.
+ * @param {number|TypedArray} count - The data count. It is also valid to pass a typed array as an argument.
+ * @param {string|Struct} [type='float'] - The data type.
  * @returns {StorageBufferNode}
  */
 export const instancedArray = ( count, type = 'float' ) => {

+ 28 - 28
src/nodes/accessors/BufferAttributeNode.js

@@ -40,9 +40,9 @@ class BufferAttributeNode extends InputNode {
 	 * Constructs a new buffer attribute node.
 	 *
 	 * @param {BufferAttribute|InterleavedBuffer|TypedArray} value - The attribute data.
-	 * @param {String?} [bufferType=null] - The buffer type (e.g. `'vec3'`).
-	 * @param {Number} [bufferStride=0] - The buffer stride.
-	 * @param {Number} [bufferOffset=0] - The buffer offset.
+	 * @param {string?} [bufferType=null] - The buffer type (e.g. `'vec3'`).
+	 * @param {number} [bufferStride=0] - The buffer stride.
+	 * @param {number} [bufferOffset=0] - The buffer offset.
 	 */
 	constructor( value, bufferType = null, bufferStride = 0, bufferOffset = 0 ) {
 
@@ -51,7 +51,7 @@ class BufferAttributeNode extends InputNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -60,7 +60,7 @@ class BufferAttributeNode extends InputNode {
 		/**
 		 * The buffer type (e.g. `'vec3'`).
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default null
 		 */
 		this.bufferType = bufferType;
@@ -68,7 +68,7 @@ class BufferAttributeNode extends InputNode {
 		/**
 		 * The buffer stride.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.bufferStride = bufferStride;
@@ -76,7 +76,7 @@ class BufferAttributeNode extends InputNode {
 		/**
 		 * The buffer offset.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.bufferOffset = bufferOffset;
@@ -85,7 +85,7 @@ class BufferAttributeNode extends InputNode {
 		 * The usage property. Set this to `THREE.DynamicDrawUsage` via `.setUsage()`,
 		 * if you are planning to update the attribute data per frame.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default StaticDrawUsage
 		 */
 		this.usage = StaticDrawUsage;
@@ -93,7 +93,7 @@ class BufferAttributeNode extends InputNode {
 		/**
 		 * Whether the attribute is instanced or not.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default false
 		 */
 		this.instanced = false;
@@ -109,7 +109,7 @@ class BufferAttributeNode extends InputNode {
 		/**
 		 * `BufferAttributeNode` sets this property to `true` by default.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.global = true;
@@ -129,7 +129,7 @@ class BufferAttributeNode extends InputNode {
 	 * and thus the hash should be shared as well.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The hash.
+	 * @return {string} The hash.
 	 */
 	getHash( builder ) {
 
@@ -160,7 +160,7 @@ class BufferAttributeNode extends InputNode {
 	 * the buffer attribute.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType( builder ) {
 
@@ -205,7 +205,7 @@ class BufferAttributeNode extends InputNode {
 	 * Generates the code snippet of the buffer attribute node.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The generated code snippet.
+	 * @return {string} The generated code snippet.
 	 */
 	generate( builder ) {
 
@@ -238,7 +238,7 @@ class BufferAttributeNode extends InputNode {
 	 * Overwrites the default implementation to return a fixed value `'bufferAttribute'`.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The input type.
+	 * @return {string} The input type.
 	 */
 	getInputType( /*builder*/ ) {
 
@@ -249,7 +249,7 @@ class BufferAttributeNode extends InputNode {
 	/**
 	 * Sets the `usage` property to the given value.
 	 *
-	 * @param {Number} value - The usage to set.
+	 * @param {number} value - The usage to set.
 	 * @return {BufferAttributeNode} A reference to this node.
 	 */
 	setUsage( value ) {
@@ -269,7 +269,7 @@ class BufferAttributeNode extends InputNode {
 	/**
 	 * Sets the `instanced` property to the given value.
 	 *
-	 * @param {Boolean} value - The value to set.
+	 * @param {boolean} value - The value to set.
 	 * @return {BufferAttributeNode} A reference to this node.
 	 */
 	setInstanced( value ) {
@@ -290,9 +290,9 @@ export default BufferAttributeNode;
  * @tsl
  * @function
  * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
- * @param {String?} [type=null] - The buffer type (e.g. `'vec3'`).
- * @param {Number} [stride=0] - The buffer stride.
- * @param {Number} [offset=0] - The buffer offset.
+ * @param {string?} [type=null] - The buffer type (e.g. `'vec3'`).
+ * @param {number} [stride=0] - The buffer stride.
+ * @param {number} [offset=0] - The buffer offset.
  * @returns {BufferAttributeNode}
  */
 export const bufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => nodeObject( new BufferAttributeNode( array, type, stride, offset ) );
@@ -304,9 +304,9 @@ export const bufferAttribute = ( array, type = null, stride = 0, offset = 0 ) =>
  * @tsl
  * @function
  * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
- * @param {String?} [type=null] - The buffer type (e.g. `'vec3'`).
- * @param {Number} [stride=0] - The buffer stride.
- * @param {Number} [offset=0] - The buffer offset.
+ * @param {string?} [type=null] - The buffer type (e.g. `'vec3'`).
+ * @param {number} [stride=0] - The buffer stride.
+ * @param {number} [offset=0] - The buffer offset.
  * @returns {BufferAttributeNode}
  */
 export const dynamicBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => bufferAttribute( array, type, stride, offset ).setUsage( DynamicDrawUsage );
@@ -317,9 +317,9 @@ export const dynamicBufferAttribute = ( array, type = null, stride = 0, offset =
  * @tsl
  * @function
  * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
- * @param {String?} [type=null] - The buffer type (e.g. `'vec3'`).
- * @param {Number} [stride=0] - The buffer stride.
- * @param {Number} [offset=0] - The buffer offset.
+ * @param {string?} [type=null] - The buffer type (e.g. `'vec3'`).
+ * @param {number} [stride=0] - The buffer stride.
+ * @param {number} [offset=0] - The buffer offset.
  * @returns {BufferAttributeNode}
  */
 export const instancedBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => bufferAttribute( array, type, stride, offset ).setInstanced( true );
@@ -330,9 +330,9 @@ export const instancedBufferAttribute = ( array, type = null, stride = 0, offset
  * @tsl
  * @function
  * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
- * @param {String?} [type=null] - The buffer type (e.g. `'vec3'`).
- * @param {Number} [stride=0] - The buffer stride.
- * @param {Number} [offset=0] - The buffer offset.
+ * @param {string?} [type=null] - The buffer type (e.g. `'vec3'`).
+ * @param {number} [stride=0] - The buffer stride.
+ * @param {number} [offset=0] - The buffer offset.
  * @returns {BufferAttributeNode}
  */
 export const instancedDynamicBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => dynamicBufferAttribute( array, type, stride, offset ).setInstanced( true );

+ 10 - 10
src/nodes/accessors/BufferNode.js

@@ -26,9 +26,9 @@ class BufferNode extends UniformNode {
 	/**
 	 * Constructs a new buffer node.
 	 *
-	 * @param {Array<Number>} value - Array-like buffer data.
-	 * @param {String} bufferType - The data type of the buffer.
-	 * @param {Number} [bufferCount=0] - The count of buffer elements.
+	 * @param {Array<number>} value - Array-like buffer data.
+	 * @param {string} bufferType - The data type of the buffer.
+	 * @param {number} [bufferCount=0] - The count of buffer elements.
 	 */
 	constructor( value, bufferType, bufferCount = 0 ) {
 
@@ -37,7 +37,7 @@ class BufferNode extends UniformNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -46,14 +46,14 @@ class BufferNode extends UniformNode {
 		/**
 		 * The data type of the buffer.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.bufferType = bufferType;
 
 		/**
 		 * The uniform node that holds the value of the reference node.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.bufferCount = bufferCount;
@@ -64,7 +64,7 @@ class BufferNode extends UniformNode {
 	 * The data type of the buffer elements.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The element type.
+	 * @return {string} The element type.
 	 */
 	getElementType( builder ) {
 
@@ -76,7 +76,7 @@ class BufferNode extends UniformNode {
 	 * Overwrites the default implementation to return a fixed value `'buffer'`.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The input type.
+	 * @return {string} The input type.
 	 */
 	getInputType( /*builder*/ ) {
 
@@ -94,8 +94,8 @@ export default BufferNode;
  * @tsl
  * @function
  * @param {Array} value - Array-like buffer data.
- * @param {String} type - The data type of a buffer element.
- * @param {Number} count - The count of buffer elements.
+ * @param {string} type - The data type of a buffer element.
+ * @param {number} count - The count of buffer elements.
  * @returns {BufferNode}
  */
 export const buffer = ( value, type, count ) => nodeObject( new BufferNode( value, type, count ) );

+ 5 - 5
src/nodes/accessors/BuiltinNode.js

@@ -12,7 +12,7 @@ class BuiltinNode extends Node {
 	/**
 	 * Constructs a new builtin node.
 	 *
-	 * @param {String} name - The name of the built-in shader variable.
+	 * @param {string} name - The name of the built-in shader variable.
 	 */
 	constructor( name ) {
 
@@ -21,14 +21,14 @@ class BuiltinNode extends Node {
 		/**
 		 * The name of the built-in shader variable.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.name = name;
 
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -40,7 +40,7 @@ class BuiltinNode extends Node {
 	 * Generates the code snippet of the builtin node.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The generated code snippet.
+	 * @return {string} The generated code snippet.
 	 */
 	generate( /* builder */ ) {
 
@@ -57,7 +57,7 @@ export default BuiltinNode;
  *
  * @tsl
  * @function
- * @param {String} name - The name of the built-in shader variable.
+ * @param {string} name - The name of the built-in shader variable.
  * @returns {BuiltinNode}
  */
 export const builtin = nodeProxy( BuiltinNode );

+ 4 - 4
src/nodes/accessors/CubeTextureNode.js

@@ -32,7 +32,7 @@ class CubeTextureNode extends TextureNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -44,7 +44,7 @@ class CubeTextureNode extends TextureNode {
 	 * Overwrites the default implementation to return a fixed value `'cubeTexture'`.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The input type.
+	 * @return {string} The input type.
 	 */
 	getInputType( /*builder*/ ) {
 
@@ -83,7 +83,7 @@ class CubeTextureNode extends TextureNode {
 	 * Overwritten with an empty implementation since the `updateMatrix` flag is ignored
 	 * for cube textures. The uv transformation matrix is not applied to cube textures.
 	 *
-	 * @param {Boolean} value - The update toggle.
+	 * @param {boolean} value - The update toggle.
 	 */
 	setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for CubeTextureNode
 
@@ -116,7 +116,7 @@ class CubeTextureNode extends TextureNode {
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
 	 * @param {Node} cubeUV - The uv node to generate code for.
-	 * @return {String} The generated code snippet.
+	 * @return {string} The generated code snippet.
 	 */
 	generateUV( builder, cubeUV ) {
 

+ 4 - 4
src/nodes/accessors/InstanceNode.js

@@ -31,7 +31,7 @@ class InstanceNode extends Node {
 	/**
 	 * Constructs a new instance node.
 	 *
-	 * @param {Number} count - The number of instances.
+	 * @param {number} count - The number of instances.
 	 * @param {InstancedBufferAttribute} instanceMatrix - Instanced buffer attribute representing the instance transformations.
 	 * @param {InstancedBufferAttribute} instanceColor - Instanced buffer attribute representing the instance colors.
 	 */
@@ -42,7 +42,7 @@ class InstanceNode extends Node {
 		/**
 		 * The number of instances.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 */
 		this.count = count;
 
@@ -78,7 +78,7 @@ class InstanceNode extends Node {
 		 * The update type is set to `frame` since an update
 		 * of instanced buffer data must be checked per frame.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'frame'
 		 */
 		this.updateType = NodeUpdateType.FRAME;
@@ -215,7 +215,7 @@ export default InstanceNode;
  *
  * @tsl
  * @function
- * @param {Number} count - The number of instances.
+ * @param {number} count - The number of instances.
  * @param {InstancedBufferAttribute} instanceMatrix - Instanced buffer attribute representing the instance transformations.
  * @param {InstancedBufferAttribute} instanceColor - Instanced buffer attribute representing the instance colors.
  * @returns {InstanceNode}

+ 7 - 7
src/nodes/accessors/MaterialNode.js

@@ -29,7 +29,7 @@ class MaterialNode extends Node {
 	/**
 	 * Constructs a new material node.
 	 *
-	 * @param {String} scope - The scope defines what kind of material property is referred by the node.
+	 * @param {string} scope - The scope defines what kind of material property is referred by the node.
 	 */
 	constructor( scope ) {
 
@@ -38,7 +38,7 @@ class MaterialNode extends Node {
 		/**
 		 * The scope defines what material property is referred by the node.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.scope = scope;
 
@@ -47,8 +47,8 @@ class MaterialNode extends Node {
 	/**
 	 * Returns a cached reference node for the given property and type.
 	 *
-	 * @param {String} property - The name of the material property.
-	 * @param {String} type - The uniform type of the property.
+	 * @param {string} property - The name of the material property.
+	 * @param {string} type - The uniform type of the property.
 	 * @return {MaterialReferenceNode} A material reference node representing the property access.
 	 */
 	getCache( property, type ) {
@@ -70,7 +70,7 @@ class MaterialNode extends Node {
 	/**
 	 * Returns a float-typed material reference node for the given property name.
 	 *
-	 * @param {String} property - The name of the material property.
+	 * @param {string} property - The name of the material property.
 	 * @return {MaterialReferenceNode<float>} A material reference node representing the property access.
 	 */
 	getFloat( property ) {
@@ -82,7 +82,7 @@ class MaterialNode extends Node {
 	/**
 	 * Returns a color-typed material reference node for the given property name.
 	 *
-	 * @param {String} property - The name of the material property.
+	 * @param {string} property - The name of the material property.
 	 * @return {MaterialReferenceNode<color>} A material reference node representing the property access.
 	 */
 	getColor( property ) {
@@ -94,7 +94,7 @@ class MaterialNode extends Node {
 	/**
 	 * Returns a texture-typed material reference node for the given property name.
 	 *
-	 * @param {String} property - The name of the material property.
+	 * @param {string} property - The name of the material property.
 	 * @return {MaterialReferenceNode} A material reference node representing the property access.
 	 */
 	getTexture( property ) {

+ 5 - 5
src/nodes/accessors/MaterialReferenceNode.js

@@ -23,8 +23,8 @@ class MaterialReferenceNode extends ReferenceNode {
 	/**
 	 * Constructs a new material reference node.
 	 *
-	 * @param {String} property - The name of the property the node refers to.
-	 * @param {String} inputType - The uniform type that should be used to represent the property value.
+	 * @param {string} property - The name of the property the node refers to.
+	 * @param {string} inputType - The uniform type that should be used to represent the property value.
 	 * @param {Material?} [material=null] - The material the property belongs to. When no material is set,
 	 * the node refers to the material of the current rendered object.
 	 */
@@ -44,7 +44,7 @@ class MaterialReferenceNode extends ReferenceNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -76,8 +76,8 @@ export default MaterialReferenceNode;
  *
  * @tsl
  * @function
- * @param {String} name - The name of the property the node refers to.
- * @param {String} type - The uniform type that should be used to represent the property value.
+ * @param {string} name - The name of the property the node refers to.
+ * @param {string} type - The uniform type that should be used to represent the property value.
  * @param {Material?} [material=null] - The material the property belongs to.
  * When no material is set, the node refers to the material of the current rendered object.
  * @returns {MaterialReferenceNode}

+ 1 - 1
src/nodes/accessors/MorphNode.js

@@ -196,7 +196,7 @@ class MorphNode extends Node {
 		/**
 		 * The update type overwritten since morph nodes are updated per object.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.updateType = NodeUpdateType.OBJECT;
 

+ 3 - 3
src/nodes/accessors/Object3DNode.js

@@ -53,7 +53,7 @@ class Object3DNode extends Node {
 		/**
 		 * Overwritten since this type of node is updated per object.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'object'
 		 */
 		this.updateType = NodeUpdateType.OBJECT;
@@ -71,7 +71,7 @@ class Object3DNode extends Node {
 	/**
 	 * Overwritten since the node type is inferred from the scope.
 	 *
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType() {
 
@@ -140,7 +140,7 @@ class Object3DNode extends Node {
 	 * node also depends on the selected scope.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The generated code snippet.
+	 * @return {string} The generated code snippet.
 	 */
 	generate( builder ) {
 

+ 1 - 1
src/nodes/accessors/PointUVNode.js

@@ -28,7 +28,7 @@ class PointUVNode extends Node {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */

+ 18 - 18
src/nodes/accessors/ReferenceBaseNode.js

@@ -43,7 +43,7 @@ class ReferenceElementNode extends ArrayElementNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -55,7 +55,7 @@ class ReferenceElementNode extends ArrayElementNode {
 	 * This method is overwritten since the node type is inferred from
 	 * the uniform type of the reference node.
 	 *
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType() {
 
@@ -94,10 +94,10 @@ class ReferenceBaseNode extends Node {
 	/**
 	 * Constructs a new reference base node.
 	 *
-	 * @param {String} property - The name of the property the node refers to.
-	 * @param {String} uniformType - The uniform type that should be used to represent the property value.
+	 * @param {string} property - The name of the property the node refers to.
+	 * @param {string} uniformType - The uniform type that should be used to represent the property value.
 	 * @param {Object?} [object=null] - The object the property belongs to.
-	 * @param {Number?} [count=null] - When the linked property is an array-like, this parameter defines its length.
+	 * @param {number?} [count=null] - When the linked property is an array-like, this parameter defines its length.
 	 */
 	constructor( property, uniformType, object = null, count = null ) {
 
@@ -106,14 +106,14 @@ class ReferenceBaseNode extends Node {
 		/**
 		 * The name of the property the node refers to.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.property = property;
 
 		/**
 		 * The uniform type that should be used to represent the property value.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.uniformType = uniformType;
 
@@ -128,7 +128,7 @@ class ReferenceBaseNode extends Node {
 		/**
 		 * When the linked property is an array, this parameter defines its length.
 		 *
-		 * @type {Number?}
+		 * @type {number?}
 		 * @default null
 		 */
 		this.count = count;
@@ -137,7 +137,7 @@ class ReferenceBaseNode extends Node {
 		 * The property name might have dots so nested properties can be referred.
 		 * The hierarchy of the names is stored inside this array.
 		 *
-		 * @type {Array<String>}
+		 * @type {Array<string>}
 		 */
 		this.properties = property.split( '.' );
 
@@ -169,7 +169,7 @@ class ReferenceBaseNode extends Node {
 		/**
 		 * Overwritten since reference nodes are updated per object.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'object'
 		 */
 		this.updateType = NodeUpdateType.OBJECT;
@@ -207,7 +207,7 @@ class ReferenceBaseNode extends Node {
 	 * Sets the node type which automatically defines the internal
 	 * uniform type.
 	 *
-	 * @param {String} uniformType - The type to set.
+	 * @param {string} uniformType - The type to set.
 	 */
 	setNodeType( uniformType ) {
 
@@ -228,7 +228,7 @@ class ReferenceBaseNode extends Node {
 	 * the type of the reference node.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType( builder ) {
 
@@ -247,7 +247,7 @@ class ReferenceBaseNode extends Node {
 	 * Returns the property value from the given referred object.
 	 *
 	 * @param {Object} [object=this.reference] - The object to retrieve the property value from.
-	 * @return {Any} The value.
+	 * @return {any} The value.
 	 */
 	getValueFromReference( object = this.reference ) {
 
@@ -335,8 +335,8 @@ export default ReferenceBaseNode;
  *
  * @tsl
  * @function
- * @param {String} name - The name of the property the node refers to.
- * @param {String} type - The uniform type that should be used to represent the property value.
+ * @param {string} name - The name of the property the node refers to.
+ * @param {string} type - The uniform type that should be used to represent the property value.
  * @param {Object} object - The object the property belongs to.
  * @returns {ReferenceBaseNode}
  */
@@ -348,9 +348,9 @@ export const reference = ( name, type, object ) => nodeObject( new ReferenceBase
  *
  * @tsl
  * @function
- * @param {String} name - The name of the property the node refers to.
- * @param {String} type - The uniform type that should be used to represent the property value.
- * @param {Number} count - The number of value inside the array-like object.
+ * @param {string} name - The name of the property the node refers to.
+ * @param {string} type - The uniform type that should be used to represent the property value.
+ * @param {number} count - The number of value inside the array-like object.
  * @param {Object} object - An array-like object the property belongs to.
  * @returns {ReferenceBaseNode}
  */

+ 20 - 20
src/nodes/accessors/ReferenceNode.js

@@ -47,7 +47,7 @@ class ReferenceElementNode extends ArrayElementNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -59,7 +59,7 @@ class ReferenceElementNode extends ArrayElementNode {
 	 * This method is overwritten since the node type is inferred from
 	 * the uniform type of the reference node.
 	 *
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType() {
 
@@ -98,10 +98,10 @@ class ReferenceNode extends Node {
 	/**
 	 * Constructs a new reference node.
 	 *
-	 * @param {String} property - The name of the property the node refers to.
-	 * @param {String} uniformType - The uniform type that should be used to represent the property value.
+	 * @param {string} property - The name of the property the node refers to.
+	 * @param {string} uniformType - The uniform type that should be used to represent the property value.
 	 * @param {Object?} [object=null] - The object the property belongs to.
-	 * @param {Number?} [count=null] - When the linked property is an array-like, this parameter defines its length.
+	 * @param {number?} [count=null] - When the linked property is an array-like, this parameter defines its length.
 	 */
 	constructor( property, uniformType, object = null, count = null ) {
 
@@ -110,14 +110,14 @@ class ReferenceNode extends Node {
 		/**
 		 * The name of the property the node refers to.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.property = property;
 
 		/**
 		 * The uniform type that should be used to represent the property value.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.uniformType = uniformType;
 
@@ -132,7 +132,7 @@ class ReferenceNode extends Node {
 		/**
 		 * When the linked property is an array, this parameter defines its length.
 		 *
-		 * @type {Number?}
+		 * @type {number?}
 		 * @default null
 		 */
 		this.count = count;
@@ -141,7 +141,7 @@ class ReferenceNode extends Node {
 		 * The property name might have dots so nested properties can be referred.
 		 * The hierarchy of the names is stored inside this array.
 		 *
-		 * @type {Array<String>}
+		 * @type {Array<string>}
 		 */
 		this.properties = property.split( '.' );
 
@@ -173,7 +173,7 @@ class ReferenceNode extends Node {
 		/**
 		 * An optional label of the internal uniform node.
 		 *
-		 * @type {String?}
+		 * @type {string?}
 		 * @default null
 		 */
 		this.name = null;
@@ -181,7 +181,7 @@ class ReferenceNode extends Node {
 		/**
 		 * Overwritten since reference nodes are updated per object.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'object'
 		 */
 		this.updateType = NodeUpdateType.OBJECT;
@@ -218,7 +218,7 @@ class ReferenceNode extends Node {
 	/**
 	 * Sets the label for the internal uniform.
 	 *
-	 * @param {String} name - The label to set.
+	 * @param {string} name - The label to set.
 	 * @return {ReferenceNode} A reference to this node.
 	 */
 	label( name ) {
@@ -233,7 +233,7 @@ class ReferenceNode extends Node {
 	 * Sets the node type which automatically defines the internal
 	 * uniform type.
 	 *
-	 * @param {String} uniformType - The type to set.
+	 * @param {string} uniformType - The type to set.
 	 */
 	setNodeType( uniformType ) {
 
@@ -278,7 +278,7 @@ class ReferenceNode extends Node {
 	 * the type of the reference node.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType( builder ) {
 
@@ -297,7 +297,7 @@ class ReferenceNode extends Node {
 	 * Returns the property value from the given referred object.
 	 *
 	 * @param {Object} [object=this.reference] - The object to retrieve the property value from.
-	 * @return {Any} The value.
+	 * @return {any} The value.
 	 */
 	getValueFromReference( object = this.reference ) {
 
@@ -386,8 +386,8 @@ export default ReferenceNode;
  *
  * @tsl
  * @function
- * @param {String} name - The name of the property the node refers to.
- * @param {String} type - The uniform type that should be used to represent the property value.
+ * @param {string} name - The name of the property the node refers to.
+ * @param {string} type - The uniform type that should be used to represent the property value.
  * @param {Object} object - The object the property belongs to.
  * @returns {ReferenceNode}
  */
@@ -399,9 +399,9 @@ export const reference = ( name, type, object ) => nodeObject( new ReferenceNode
  *
  * @tsl
  * @function
- * @param {String} name - The name of the property the node refers to.
- * @param {String} type - The uniform type that should be used to represent the property value.
- * @param {Number} count - The number of value inside the array-like object.
+ * @param {string} name - The name of the property the node refers to.
+ * @param {string} type - The uniform type that should be used to represent the property value.
+ * @param {number} count - The number of value inside the array-like object.
  * @param {Object} object - An array-like object the property belongs to.
  * @returns {ReferenceNode}
  */

+ 4 - 4
src/nodes/accessors/RendererReferenceNode.js

@@ -24,8 +24,8 @@ class RendererReferenceNode extends ReferenceBaseNode {
 	/**
 	 * Constructs a new renderer reference node.
 	 *
-	 * @param {String} property - The name of the property the node refers to.
-	 * @param {String} inputType - The uniform type that should be used to represent the property value.
+	 * @param {string} property - The name of the property the node refers to.
+	 * @param {string} inputType - The uniform type that should be used to represent the property value.
 	 * @param {Renderer?} [renderer=null] - The renderer the property belongs to. When no renderer is set,
 	 * the node refers to the renderer of the current state.
 	 */
@@ -70,8 +70,8 @@ export default RendererReferenceNode;
  *
  * @tsl
  * @function
- * @param {String} name - The name of the property the node refers to.
- * @param {String} type - The uniform type that should be used to represent the property value.
+ * @param {string} name - The name of the property the node refers to.
+ * @param {string} type - The uniform type that should be used to represent the property value.
  * @param {Renderer?} [renderer=null] - The renderer the property belongs to. When no renderer is set,
  * the node refers to the renderer of the current state.
  * @returns {RendererReferenceNode}

+ 6 - 6
src/nodes/accessors/SkinningNode.js

@@ -31,7 +31,7 @@ class SkinningNode extends Node {
 	 * Constructs a new skinning node.
 	 *
 	 * @param {SkinnedMesh} skinnedMesh - The skinned mesh.
-	 * @param {Boolean} [useReference=false] - Whether to use reference nodes for internal skinned mesh related data or not.
+	 * @param {boolean} [useReference=false] - Whether to use reference nodes for internal skinned mesh related data or not.
 	 */
 	constructor( skinnedMesh, useReference = false ) {
 
@@ -48,14 +48,14 @@ class SkinningNode extends Node {
 		 * Whether to use reference nodes for internal skinned mesh related data or not.
 		 * TODO: Explain the purpose of the property.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 */
 		this.useReference = useReference;
 
 		/**
 		 * The update type overwritten since skinning nodes are updated per object.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.updateType = NodeUpdateType.OBJECT;
 
@@ -211,7 +211,7 @@ class SkinningNode extends Node {
 	 * Returns `true` if bone matrices from the previous frame are required.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {Boolean} Whether bone matrices from the previous frame are required or not.
+	 * @return {boolean} Whether bone matrices from the previous frame are required or not.
 	 */
 	needsPreviousBoneMatrices( builder ) {
 
@@ -259,8 +259,8 @@ class SkinningNode extends Node {
 	 * Generates the code snippet of the skinning node.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @param {String} output - The current output.
-	 * @return {String} The generated code snippet.
+	 * @param {string} output - The current output.
+	 * @return {string} The generated code snippet.
 	 */
 	generate( builder, output ) {
 

+ 19 - 19
src/nodes/accessors/StorageBufferNode.js

@@ -48,8 +48,8 @@ class StorageBufferNode extends BufferNode {
 	 * Constructs a new storage buffer node.
 	 *
 	 * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
-	 * @param {(String|Struct)?} [bufferType=null] - The buffer type (e.g. `'vec3'`).
-	 * @param {Number} [bufferCount=0] - The buffer count.
+	 * @param {(string|Struct)?} [bufferType=null] - The buffer type (e.g. `'vec3'`).
+	 * @param {number} [bufferCount=0] - The buffer count.
 	 */
 	constructor( value, bufferType = null, bufferCount = 0 ) {
 
@@ -76,7 +76,7 @@ class StorageBufferNode extends BufferNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -94,7 +94,7 @@ class StorageBufferNode extends BufferNode {
 		/**
 		 * The access type of the texture node.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'readWrite'
 		 */
 		this.access = NodeAccess.READ_WRITE;
@@ -102,7 +102,7 @@ class StorageBufferNode extends BufferNode {
 		/**
 		 * Whether the node is atomic or not.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default false
 		 */
 		this.isAtomic = false;
@@ -111,7 +111,7 @@ class StorageBufferNode extends BufferNode {
 		 * Whether the node represents a PBO or not.
 		 * Only relevant for WebGL.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default false
 		 */
 		this.isPBO = false;
@@ -135,7 +135,7 @@ class StorageBufferNode extends BufferNode {
 		/**
 		 * `StorageBufferNode` sets this property to `true` by default.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.global = true;
@@ -156,7 +156,7 @@ class StorageBufferNode extends BufferNode {
 	 * and thus the hash should be shared as well.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The hash.
+	 * @return {string} The hash.
 	 */
 	getHash( builder ) {
 
@@ -186,7 +186,7 @@ class StorageBufferNode extends BufferNode {
 	 * Overwrites the default implementation to return a fixed value `'indirectStorageBuffer'` or `'storageBuffer'`.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The input type.
+	 * @return {string} The input type.
 	 */
 	getInputType( /*builder*/ ) {
 
@@ -209,7 +209,7 @@ class StorageBufferNode extends BufferNode {
 	/**
 	 * Defines whether this node is a PBO or not. Only relevant for WebGL.
 	 *
-	 * @param {Boolean} value - The value so set.
+	 * @param {boolean} value - The value so set.
 	 * @return {StorageBufferNode} A reference to this node.
 	 */
 	setPBO( value ) {
@@ -223,7 +223,7 @@ class StorageBufferNode extends BufferNode {
 	/**
 	 * Returns the `isPBO` value.
 	 *
-	 * @return {Boolean} Whether the node represents a PBO or not.
+	 * @return {boolean} Whether the node represents a PBO or not.
 	 */
 	getPBO() {
 
@@ -234,7 +234,7 @@ class StorageBufferNode extends BufferNode {
 	/**
 	 * Defines the node access.
 	 *
-	 * @param {String} value - The node access.
+	 * @param {string} value - The node access.
 	 * @return {StorageBufferNode} A reference to this node.
 	 */
 	setAccess( value ) {
@@ -259,7 +259,7 @@ class StorageBufferNode extends BufferNode {
 	/**
 	 * Defines whether the node is atomic or not.
 	 *
-	 * @param {Boolean} value - The atomic flag.
+	 * @param {boolean} value - The atomic flag.
 	 * @return {StorageBufferNode} A reference to this node.
 	 */
 	setAtomic( value ) {
@@ -307,7 +307,7 @@ class StorageBufferNode extends BufferNode {
 	 * and the attribute data.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType( builder ) {
 
@@ -333,7 +333,7 @@ class StorageBufferNode extends BufferNode {
 	 * Generates the code snippet of the storage buffer node.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The generated code snippet.
+	 * @return {string} The generated code snippet.
 	 */
 	generate( builder ) {
 
@@ -365,8 +365,8 @@ export default StorageBufferNode;
  * @tsl
  * @function
  * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
- * @param {(String|Struct)?} [type=null] - The buffer type (e.g. `'vec3'`).
- * @param {Number} [count=0] - The buffer count.
+ * @param {(string|Struct)?} [type=null] - The buffer type (e.g. `'vec3'`).
+ * @param {number} [count=0] - The buffer count.
  * @returns {StorageBufferNode}
  */
 export const storage = ( value, type = null, count = 0 ) => nodeObject( new StorageBufferNode( value, type, count ) );
@@ -377,8 +377,8 @@ export const storage = ( value, type = null, count = 0 ) => nodeObject( new Stor
  * @deprecated since r171. Use `storage().setPBO( true )` instead.
  *
  * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
- * @param {String?} type - The buffer type (e.g. `'vec3'`).
- * @param {Number} count - The buffer count.
+ * @param {string?} type - The buffer type (e.g. `'vec3'`).
+ * @param {number} count - The buffer count.
  * @returns {StorageBufferNode}
  */
 export const storageObject = ( value, type, count ) => { // @deprecated, r171

+ 6 - 6
src/nodes/accessors/StorageTextureNode.js

@@ -63,7 +63,7 @@ class StorageTextureNode extends TextureNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -72,7 +72,7 @@ class StorageTextureNode extends TextureNode {
 		/**
 		 * The access type of the texture node.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'writeOnly'
 		 */
 		this.access = NodeAccess.WRITE_ONLY;
@@ -83,7 +83,7 @@ class StorageTextureNode extends TextureNode {
 	 * Overwrites the default implementation to return a fixed value `'storageTexture'`.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The input type.
+	 * @return {string} The input type.
 	 */
 	getInputType( /*builder*/ ) {
 
@@ -103,7 +103,7 @@ class StorageTextureNode extends TextureNode {
 	/**
 	 * Defines the node access.
 	 *
-	 * @param {String} value - The node access.
+	 * @param {string} value - The node access.
 	 * @return {StorageTextureNode} A reference to this node.
 	 */
 	setAccess( value ) {
@@ -118,8 +118,8 @@ class StorageTextureNode extends TextureNode {
 	 * is defined, the texture node is generated as normal texture.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @param {String} output - The current output.
-	 * @return {String} The generated code snippet.
+	 * @param {string} output - The current output.
+	 * @return {string} The generated code snippet.
 	 */
 	generate( builder, output ) {
 

+ 4 - 4
src/nodes/accessors/Texture3DNode.js

@@ -75,7 +75,7 @@ class Texture3DNode extends TextureNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -87,7 +87,7 @@ class Texture3DNode extends TextureNode {
 	 * Overwrites the default implementation to return a fixed value `'texture3D'`.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The input type.
+	 * @return {string} The input type.
 	 */
 	getInputType( /*builder*/ ) {
 
@@ -111,7 +111,7 @@ class Texture3DNode extends TextureNode {
 	 * Overwritten with an empty implementation since the `updateMatrix` flag is ignored
 	 * for 3D textures. The uv transformation matrix is not applied to 3D textures.
 	 *
-	 * @param {Boolean} value - The update toggle.
+	 * @param {boolean} value - The update toggle.
 	 */
 	setUpdateMatrix( /*value*/ ) { } // Ignore .updateMatrix for 3d TextureNode
 
@@ -149,7 +149,7 @@ class Texture3DNode extends TextureNode {
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
 	 * @param {Node} uvNode - The uv node to generate code for.
-	 * @return {String} The generated code snippet.
+	 * @return {string} The generated code snippet.
 	 */
 	generateUV( builder, uvNode ) {
 

+ 22 - 22
src/nodes/accessors/TextureNode.js

@@ -37,7 +37,7 @@ class TextureNode extends UniformNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -94,7 +94,7 @@ class TextureNode extends UniformNode {
 		/**
 		 * Whether texture values should be sampled or fetched.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.sampler = true;
@@ -104,7 +104,7 @@ class TextureNode extends UniformNode {
 		 * automatically updated or not. Use `setUpdateMatrix()`
 		 * if you want to change the value of the property.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default false
 		 */
 		this.updateMatrix = false;
@@ -114,7 +114,7 @@ class TextureNode extends UniformNode {
 		 * sets the value to `frame` when the uv transformation matrix should
 		 * automatically be updated.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'none'
 		 */
 		this.updateType = NodeUpdateType.NONE;
@@ -176,7 +176,7 @@ class TextureNode extends UniformNode {
 	 * Overwritten since the uniform hash is defined by the texture's UUID.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The uniform hash.
+	 * @return {string} The uniform hash.
 	 */
 	getUniformHash( /*builder*/ ) {
 
@@ -188,7 +188,7 @@ class TextureNode extends UniformNode {
 	 * Overwritten since the node type is inferred from the texture type.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType( /*builder*/ ) {
 
@@ -212,7 +212,7 @@ class TextureNode extends UniformNode {
 	 * Overwrites the default implementation to return a fixed value `'texture'`.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The input type.
+	 * @return {string} The input type.
 	 */
 	getInputType( /*builder*/ ) {
 
@@ -234,7 +234,7 @@ class TextureNode extends UniformNode {
 	/**
 	 * 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.
+	 * @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*/ ) {
@@ -260,7 +260,7 @@ class TextureNode extends UniformNode {
 	/**
 	 * Defines whether the uv transformation matrix should automatically be updated or not.
 	 *
-	 * @param {Boolean} value - The update toggle.
+	 * @param {boolean} value - The update toggle.
 	 * @return {TextureNode} A reference to this node.
 	 */
 	setUpdateMatrix( value ) {
@@ -368,7 +368,7 @@ class TextureNode extends UniformNode {
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
 	 * @param {Node} uvNode - The uv node to generate code for.
-	 * @return {String} The generated code snippet.
+	 * @return {string} The generated code snippet.
 	 */
 	generateUV( builder, uvNode ) {
 
@@ -380,14 +380,14 @@ class TextureNode extends UniformNode {
 	 * 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.
-	 * @return {String} The generated code snippet.
+	 * @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.
+	 * @return {string} The generated code snippet.
 	 */
 	generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ) {
 
@@ -429,8 +429,8 @@ class TextureNode extends UniformNode {
 	 * 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.
+	 * @param {string} output - The current output.
+	 * @return {string} The generated code snippet.
 	 */
 	generate( builder, output ) {
 
@@ -495,7 +495,7 @@ class TextureNode extends UniformNode {
 	/**
 	 * Sets the sampler value.
 	 *
-	 * @param {Boolean} value - The sampler value to set.
+	 * @param {boolean} value - The sampler value to set.
 	 * @return {TextureNode} A reference to this texture node.
 	 */
 	setSampler( value ) {
@@ -509,7 +509,7 @@ class TextureNode extends UniformNode {
 	/**
 	 * Returns the sampler value.
 	 *
-	 * @return {Boolean} The sampler value.
+	 * @return {boolean} The sampler value.
 	 */
 	getSampler() {
 

+ 1 - 1
src/nodes/accessors/TextureSizeNode.js

@@ -29,7 +29,7 @@ class TextureSizeNode extends Node {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */

+ 1 - 1
src/nodes/accessors/UV.js

@@ -5,7 +5,7 @@ import { attribute } from '../core/AttributeNode.js';
  *
  * @tsl
  * @function
- * @param {Number} [index=0] - The uv index.
+ * @param {number} [index=0] - The uv index.
  * @return {AttributeNode<vec2>} The uv attribute node.
  */
 export const uv = ( index = 0 ) => attribute( 'uv' + ( index > 0 ? index : '' ), 'vec2' );

+ 15 - 15
src/nodes/accessors/UniformArrayNode.js

@@ -30,7 +30,7 @@ class UniformArrayElementNode extends ArrayElementNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -78,8 +78,8 @@ class UniformArrayNode extends BufferNode {
 	/**
 	 * Constructs a new uniform array node.
 	 *
-	 * @param {Array<Any>} value - Array holding the buffer data.
-	 * @param {String?} [elementType=null] - The data type of a buffer element.
+	 * @param {Array<any>} value - Array holding the buffer data.
+	 * @param {string?} [elementType=null] - The data type of a buffer element.
 	 */
 	constructor( value, elementType = null ) {
 
@@ -90,14 +90,14 @@ class UniformArrayNode extends BufferNode {
 		 * hold number primitives as well as three.js objects like vectors, matrices
 		 * or colors.
 		 *
-		 * @type {Array<Any>}
+		 * @type {Array<any>}
 		 */
 		this.array = value;
 
 		/**
 		 * The data type of an array element.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.elementType = elementType === null ? getValueType( value[ 0 ] ) : elementType;
 
@@ -105,14 +105,14 @@ class UniformArrayNode extends BufferNode {
 		 * The padded type. Uniform buffers must conform to a certain buffer layout
 		 * so a separate type is computed to ensure correct buffer size.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.paddedType = this.getPaddedType();
 
 		/**
 		 * Overwritten since uniform array nodes are updated per render.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'render'
 		 */
 		this.updateType = NodeUpdateType.RENDER;
@@ -120,7 +120,7 @@ class UniformArrayNode extends BufferNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -133,7 +133,7 @@ class UniformArrayNode extends BufferNode {
 	 * {@link UniformArrayNode#paddedType}.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType( /*builder*/ ) {
 
@@ -145,7 +145,7 @@ class UniformArrayNode extends BufferNode {
 	 * The data type of the array elements.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The element type.
+	 * @return {string} The element type.
 	 */
 	getElementType() {
 
@@ -156,7 +156,7 @@ class UniformArrayNode extends BufferNode {
 	/**
 	 * Returns the padded type based on the element type.
 	 *
-	 * @return {String} The padded type.
+	 * @return {string} The padded type.
 	 */
 	getPaddedType() {
 
@@ -341,8 +341,8 @@ export default UniformArrayNode;
  *
  * @tsl
  * @function
- * @param {Array<Any>} values - Array-like data.
- * @param {String?} nodeType - The data type of the array elements.
+ * @param {Array<any>} values - Array-like data.
+ * @param {string?} nodeType - The data type of the array elements.
  * @returns {UniformArrayNode}
  */
 export const uniformArray = ( values, nodeType ) => nodeObject( new UniformArrayNode( values, nodeType ) );
@@ -352,8 +352,8 @@ export const uniformArray = ( values, nodeType ) => nodeObject( new UniformArray
  * @function
  * @deprecated since r168. Use {@link uniformArray} instead.
  *
- * @param {Array<Any>} values - Array-like data.
- * @param {String} nodeType - The data type of the array elements.
+ * @param {Array<any>} values - Array-like data.
+ * @param {string} nodeType - The data type of the array elements.
  * @returns {UniformArrayNode}
  */
 export const uniforms = ( values, nodeType ) => { // @deprecated, r168

+ 4 - 4
src/nodes/accessors/UserDataNode.js

@@ -26,8 +26,8 @@ class UserDataNode extends ReferenceNode {
 	/**
 	 * Constructs a new user data node.
 	 *
-	 * @param {String} property - The property name that should be referenced by the node.
-	 * @param {String} inputType - The node data type of the reference.
+	 * @param {string} property - The property name that should be referenced by the node.
+	 * @param {string} inputType - The node data type of the reference.
 	 * @param {Object?} [userData=null] - A reference to the `userData` object. If not provided, the `userData` property of the 3D object that uses the node material is evaluated.
 	 */
 	constructor( property, inputType, userData = null ) {
@@ -69,8 +69,8 @@ export default UserDataNode;
  *
  * @tsl
  * @function
- * @param {String} name - The property name that should be referenced by the node.
- * @param {String} inputType - The node data type of the reference.
+ * @param {string} name - The property name that should be referenced by the node.
+ * @param {string} inputType - The node data type of the reference.
  * @param {Object?} userData - A reference to the `userData` object. If not provided, the `userData` property of the 3D object that uses the node material is evaluated.
  * @returns {UserDataNode}
  */

+ 2 - 2
src/nodes/accessors/VelocityNode.js

@@ -47,7 +47,7 @@ class VelocityNode extends TempNode {
 		/**
 		 * Overwritten since velocity nodes are updated per object.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'object'
 		 */
 		this.updateType = NodeUpdateType.OBJECT;
@@ -55,7 +55,7 @@ class VelocityNode extends TempNode {
 		/**
 		 * Overwritten since velocity nodes save data after the update.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'object'
 		 */
 		this.updateAfterType = NodeUpdateType.OBJECT;

+ 5 - 5
src/nodes/accessors/VertexColorNode.js

@@ -18,7 +18,7 @@ class VertexColorNode extends AttributeNode {
 	/**
 	 * Constructs a new vertex color node.
 	 *
-	 * @param {Number} [index=0] - The attribute index.
+	 * @param {number} [index=0] - The attribute index.
 	 */
 	constructor( index = 0 ) {
 
@@ -27,7 +27,7 @@ class VertexColorNode extends AttributeNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -36,7 +36,7 @@ class VertexColorNode extends AttributeNode {
 		/**
 		 * The attribute index to enable more than one sets of vertex colors.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this.index = index;
@@ -47,7 +47,7 @@ class VertexColorNode extends AttributeNode {
 	 * Overwrites the default implementation by honoring the attribute index.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The attribute name.
+	 * @return {string} The attribute name.
 	 */
 	getAttributeName( /*builder*/ ) {
 
@@ -104,7 +104,7 @@ export default VertexColorNode;
  *
  * @tsl
  * @function
- * @param {Number} index - The attribute index.
+ * @param {number} index - The attribute index.
  * @returns {VertexColorNode}
  */
 export const vertexColor = ( index ) => nodeObject( new VertexColorNode( index ) );

+ 8 - 8
src/nodes/code/CodeNode.js

@@ -19,7 +19,7 @@ class CodeNode extends Node {
 	/**
 	 * Constructs a new code node.
 	 *
-	 * @param {String} [code=''] - The native code.
+	 * @param {string} [code=''] - The native code.
 	 * @param {Array<Node>} [includes=[]] - An array of includes.
 	 * @param {('js'|'wgsl'|'glsl')} [language=''] - The used language.
 	 */
@@ -30,7 +30,7 @@ class CodeNode extends Node {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -39,7 +39,7 @@ class CodeNode extends Node {
 		/**
 		 * The native code.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default ''
 		 */
 		this.code = code;
@@ -65,7 +65,7 @@ class CodeNode extends Node {
 	/**
 	 * The method is overwritten so it always returns `true`.
 	 *
-	 * @return {Boolean} Whether this node is global or not.
+	 * @return {boolean} Whether this node is global or not.
 	 */
 	isGlobal() {
 
@@ -143,7 +143,7 @@ export default CodeNode;
  *
  * @tsl
  * @function
- * @param {String} [code=''] - The native code.
+ * @param {string} [code=''] - The native code.
  * @param {Array<Node>} [includes=[]] - An array of includes.
  * @param {('js'|'wgsl'|'glsl')} [language=''] - The used language.
  * @returns {CodeNode}
@@ -155,7 +155,7 @@ export const code = /*@__PURE__*/ nodeProxy( CodeNode );
  *
  * @tsl
  * @function
- * @param {String} src - The native code.
+ * @param {string} src - The native code.
  * @param {Array<Node>} includes - An array of includes.
  * @returns {CodeNode}
  */
@@ -166,7 +166,7 @@ export const js = ( src, includes ) => code( src, includes, 'js' );
  *
  * @tsl
  * @function
- * @param {String} src - The native code.
+ * @param {string} src - The native code.
  * @param {Array<Node>} includes - An array of includes.
  * @returns {CodeNode}
  */
@@ -177,7 +177,7 @@ export const wgsl = ( src, includes ) => code( src, includes, 'wgsl' );
  *
  * @tsl
  * @function
- * @param {String} src - The native code.
+ * @param {string} src - The native code.
  * @param {Array<Node>} includes - An array of includes.
  * @returns {CodeNode}
  */

+ 5 - 5
src/nodes/code/ExpressionNode.js

@@ -18,8 +18,8 @@ class ExpressionNode extends Node {
 	/**
 	 * Constructs a new expression node.
 	 *
-	 * @param {String} [snippet=''] - The native code snippet.
-	 * @param {String} [nodeType='void'] - The node type.
+	 * @param {string} [snippet=''] - The native code snippet.
+	 * @param {string} [nodeType='void'] - The node type.
 	 */
 	constructor( snippet = '', nodeType = 'void' ) {
 
@@ -28,7 +28,7 @@ class ExpressionNode extends Node {
 		/**
 		 * The native code snippet.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default ''
 		 */
 		this.snippet = snippet;
@@ -61,8 +61,8 @@ export default ExpressionNode;
  *
  * @tsl
  * @function
- * @param {String} [snippet=''] - The native code snippet.
- * @param {String} [nodeType='void'] - The node type.
+ * @param {string} [snippet=''] - The native code snippet.
+ * @param {string} [nodeType='void'] - The node type.
  * @returns {ExpressionNode}
  */
 export const expression = /*@__PURE__*/ nodeProxy( ExpressionNode );

+ 4 - 4
src/nodes/code/FunctionCallNode.js

@@ -20,7 +20,7 @@ class FunctionCallNode extends TempNode {
 	 * Constructs a new function call node.
 	 *
 	 * @param {FunctionNode?} functionNode - The function node.
-	 * @param {Object<String, Node>} [parameters={}] - The parameters for the function call.
+	 * @param {Object<string, Node>} [parameters={}] - The parameters for the function call.
 	 */
 	constructor( functionNode = null, parameters = {} ) {
 
@@ -37,7 +37,7 @@ class FunctionCallNode extends TempNode {
 		/**
 		 * The parameters of the function call.
 		 *
-		 * @type {Object<String, Node>}
+		 * @type {Object<string, Node>}
 		 * @default {}
 		 */
 		this.parameters = parameters;
@@ -47,7 +47,7 @@ class FunctionCallNode extends TempNode {
 	/**
 	 * Sets the parameters of the function call node.
 	 *
-	 * @param {Object<String, Node>} parameters - The parameters to set.
+	 * @param {Object<string, Node>} parameters - The parameters to set.
 	 * @return {FunctionCallNode} A reference to this node.
 	 */
 	setParameters( parameters ) {
@@ -61,7 +61,7 @@ class FunctionCallNode extends TempNode {
 	/**
 	 * Returns the parameters of the function call node.
 	 *
-	 * @return {Object<String, Node>} The parameters of this node.
+	 * @return {Object<string, Node>} The parameters of this node.
 	 */
 	getParameters() {
 

+ 1 - 1
src/nodes/code/FunctionNode.js

@@ -38,7 +38,7 @@ class FunctionNode extends CodeNode {
 	/**
 	 * Constructs a new function node.
 	 *
-	 * @param {String} [code=''] - The native code.
+	 * @param {string} [code=''] - The native code.
 	 * @param {Array<Node>} [includes=[]] - An array of includes.
 	 * @param {('js'|'wgsl'|'glsl')} [language=''] - The used language.
 	 */

+ 20 - 20
src/nodes/code/ScriptableNode.js

@@ -154,7 +154,7 @@ class ScriptableNode extends Node {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -165,7 +165,7 @@ class ScriptableNode extends Node {
 	/**
 	 * The source code of the scriptable node.
 	 *
-	 * @type {String}
+	 * @type {string}
 	 */
 	get source() {
 
@@ -176,7 +176,7 @@ class ScriptableNode extends Node {
 	/**
 	 * Sets the reference of a local script variable.
 	 *
-	 * @param {String} name - The variable name.
+	 * @param {string} name - The variable name.
 	 * @param {Object} value - The reference to set.
 	 * @return {Resources} The resource map
 	 */
@@ -189,7 +189,7 @@ class ScriptableNode extends Node {
 	/**
 	 * Gets the value of a local script variable.
 	 *
-	 * @param {String} name - The variable name.
+	 * @param {string} name - The variable name.
 	 * @return {Object} The value.
 	 */
 	getLocal( name ) {
@@ -210,7 +210,7 @@ class ScriptableNode extends Node {
 	/**
 	 * Returns an input from the layout with the given id/name.
 	 *
-	 * @param {String} id - The id/name of the input.
+	 * @param {string} id - The id/name of the input.
 	 * @return {Object} The element entry.
 	 */
 	getInputLayout( id ) {
@@ -230,7 +230,7 @@ class ScriptableNode extends Node {
 	/**
 	 * Returns an output from the layout with the given id/name.
 	 *
-	 * @param {String} id - The id/name of the output.
+	 * @param {string} id - The id/name of the output.
 	 * @return {Object} The element entry.
 	 */
 	getOutputLayout( id ) {
@@ -250,7 +250,7 @@ class ScriptableNode extends Node {
 	/**
 	 * Defines a script output for the given name and value.
 	 *
-	 * @param {String} name - The name of the output.
+	 * @param {string} name - The name of the output.
 	 * @param {Node} value - The node value.
 	 * @return {ScriptableNode} A reference to this node.
 	 */
@@ -275,7 +275,7 @@ class ScriptableNode extends Node {
 	/**
 	 * Returns a script output for the given name.
 	 *
-	 * @param {String} name - The name of the output.
+	 * @param {string} name - The name of the output.
 	 * @return {ScriptableValueNode} The node value.
 	 */
 	getOutput( name ) {
@@ -287,7 +287,7 @@ class ScriptableNode extends Node {
 	/**
 	 * Returns a parameter for the given name
 	 *
-	 * @param {String} name - The name of the parameter.
+	 * @param {string} name - The name of the parameter.
 	 * @return {ScriptableValueNode} The node value.
 	 */
 	getParameter( name ) {
@@ -299,8 +299,8 @@ class ScriptableNode extends Node {
 	/**
 	 * Sets a value for the given parameter name.
 	 *
-	 * @param {String} name - The parameter name.
-	 * @param {Any} value - The parameter value.
+	 * @param {string} name - The parameter name.
+	 * @param {any} value - The parameter value.
 	 * @return {ScriptableNode} A reference to this node.
 	 */
 	setParameter( name, value ) {
@@ -351,7 +351,7 @@ class ScriptableNode extends Node {
 	/**
 	 * Deletes a parameter from the script.
 	 *
-	 * @param {String} name - The parameter to remove.
+	 * @param {string} name - The parameter to remove.
 	 * @return {ScriptableNode} A reference to this node.
 	 */
 	deleteParameter( name ) {
@@ -392,9 +392,9 @@ class ScriptableNode extends Node {
 	/**
 	 * Calls a function from the script.
 	 *
-	 * @param {String} name - The function name.
-	 * @param {...Any} params - A list of parameters.
-	 * @return {Any} The result of the function call.
+	 * @param {string} name - The function name.
+	 * @param {...any} params - A list of parameters.
+	 * @return {any} The result of the function call.
 	 */
 	call( name, ...params ) {
 
@@ -412,9 +412,9 @@ class ScriptableNode extends Node {
 	/**
 	 * Asynchronously calls a function from the script.
 	 *
-	 * @param {String} name - The function name.
-	 * @param {...Any} params - A list of parameters.
-	 * @return {Promise<Any>} The result of the function call.
+	 * @param {string} name - The function name.
+	 * @param {...any} params - A list of parameters.
+	 * @return {Promise<any>} The result of the function call.
 	 */
 	async callAsync( name, ...params ) {
 
@@ -433,7 +433,7 @@ class ScriptableNode extends Node {
 	 * Overwritten since the node types is inferred from the script's output.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType( builder ) {
 
@@ -444,7 +444,7 @@ class ScriptableNode extends Node {
 	/**
 	 * Refreshes the script node.
 	 *
-	 * @param {String?} [output=null] - An optional output.
+	 * @param {string?} [output=null] - An optional output.
 	 */
 	refresh( output = null ) {
 

+ 9 - 9
src/nodes/code/ScriptableValueNode.js

@@ -20,7 +20,7 @@ class ScriptableValueNode extends Node {
 	/**
 	 * Constructs a new scriptable node.
 	 *
-	 * @param {Any} [value=null] - The value.
+	 * @param {any} [value=null] - The value.
 	 */
 	constructor( value = null ) {
 
@@ -45,7 +45,7 @@ class ScriptableValueNode extends Node {
 		/**
 		 * If this node represents an input, this property represents the input type.
 		 *
-		 * @type {String?}
+		 * @type {string?}
 		 * @default null
 		 */
 		this.inputType = null;
@@ -53,7 +53,7 @@ class ScriptableValueNode extends Node {
 		/**
 		 * If this node represents an output, this property represents the output type.
 		 *
-		 * @type {String?}
+		 * @type {string?}
 		 * @default null
 		 */
 		this.outputType = null;
@@ -68,7 +68,7 @@ class ScriptableValueNode extends Node {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -79,7 +79,7 @@ class ScriptableValueNode extends Node {
 	/**
 	 * Whether this node represents an output or not.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @readonly
 	 * @default true
 	 */
@@ -112,7 +112,7 @@ class ScriptableValueNode extends Node {
 	/**
 	 * The node's value.
 	 *
-	 * @type {Any}
+	 * @type {any}
 	 */
 	get value() {
 
@@ -133,7 +133,7 @@ class ScriptableValueNode extends Node {
 	 * The `value` property usually represents a node or even binary data in form of array buffers.
 	 * In this case, this method tries to return the actual value behind the complex type.
 	 *
-	 * @return {Any} The value.
+	 * @return {any} The value.
 	 */
 	getValue() {
 
@@ -166,7 +166,7 @@ class ScriptableValueNode extends Node {
 	 * Overwritten since the node type is inferred from the value.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType( builder ) {
 
@@ -247,7 +247,7 @@ export default ScriptableValueNode;
  *
  * @tsl
  * @function
- * @param {Any} [value=null] - The value.
+ * @param {any} [value=null] - The value.
  * @returns {ScriptableValueNode}
  */
 export const scriptableValue = /*@__PURE__*/ nodeProxy( ScriptableValueNode );

+ 5 - 5
src/nodes/core/ArrayNode.js

@@ -25,8 +25,8 @@ class ArrayNode extends TempNode {
 	/**
 	 * Constructs a new array node.
 	 *
-	 * @param {String} [nodeType] - The data type of the elements.
-	 * @param {Number} [count] - Size of the array.
+	 * @param {string} [nodeType] - The data type of the elements.
+	 * @param {number} [count] - Size of the array.
 	 * @param {Array<Node>?} [values=null] - Array default values.
 	 */
 	constructor( nodeType, count, values = null ) {
@@ -50,7 +50,7 @@ class ArrayNode extends TempNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -93,9 +93,9 @@ export default ArrayNode;
  *
  * @tsl
  * @function
- * @param {String|Array<Node>} nodeTypeOrValues - A string representing the element type (e.g., 'vec3')
+ * @param {string|Array<Node>} nodeTypeOrValues - A string representing the element type (e.g., 'vec3')
  * or an array containing the default values (e.g., [ vec3() ]).
- * @param {Number?} [count] - Size of the array.
+ * @param {number?} [count] - Size of the array.
  * @returns {ArrayNode}
  */
 export const array = ( ...params ) => {

+ 2 - 2
src/nodes/core/AssignNode.js

@@ -46,7 +46,7 @@ class AssignNode extends TempNode {
 	 * Whether this node is used more than once in context of other nodes. This method
 	 * is overwritten since it always returns `false` (assigns are unique).
 	 *
-	 * @return {Boolean} A flag that indicates if there is more than one dependency to other nodes. Always `false`.
+	 * @return {boolean} A flag that indicates if there is more than one dependency to other nodes. Always `false`.
 	 */
 	hasDependencies() {
 
@@ -65,7 +65,7 @@ class AssignNode extends TempNode {
 	 * target and source data type does not match.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {Boolean} Whether a split is required when assigning source to target.
+	 * @return {boolean} Whether a split is required when assigning source to target.
 	 */
 	needsSplitAssign( builder ) {
 

+ 7 - 7
src/nodes/core/AttributeNode.js

@@ -17,8 +17,8 @@ class AttributeNode extends Node {
 	/**
 	 * Constructs a new attribute node.
 	 *
-	 * @param {String} attributeName - The name of the attribute.
-	 * @param {String?} nodeType - The node type.
+	 * @param {string} attributeName - The name of the attribute.
+	 * @param {string?} nodeType - The node type.
 	 */
 	constructor( attributeName, nodeType = null ) {
 
@@ -27,7 +27,7 @@ class AttributeNode extends Node {
 		/**
 		 * `AttributeNode` sets this property to `true` by default.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.global = true;
@@ -73,7 +73,7 @@ class AttributeNode extends Node {
 	 * overwritten in derived classes if the final name must be computed
 	 * analytically.
 	 *
-	 * @param {String} attributeName - The name of the attribute.
+	 * @param {string} attributeName - The name of the attribute.
 	 * @return {AttributeNode} A reference to this node.
 	 */
 	setAttributeName( attributeName ) {
@@ -90,7 +90,7 @@ class AttributeNode extends Node {
 	 * analytically.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The attribute name.
+	 * @return {string} The attribute name.
 	 */
 	getAttributeName( /*builder*/ ) {
 
@@ -160,8 +160,8 @@ export default AttributeNode;
  *
  * @tsl
  * @function
- * @param {String} name - The name of the attribute.
- * @param {String?} nodeType - The node type.
+ * @param {string} name - The name of the attribute.
+ * @param {string?} nodeType - The node type.
  * @returns {AttributeNode}
  */
 export const attribute = ( name, nodeType ) => nodeObject( new AttributeNode( name, nodeType ) );

+ 1 - 1
src/nodes/core/BypassNode.js

@@ -33,7 +33,7 @@ class BypassNode extends Node {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */

+ 4 - 4
src/nodes/core/CacheNode.js

@@ -20,7 +20,7 @@ class CacheNode extends Node {
 	 * Constructs a new cache node.
 	 *
 	 * @param {Node} node - The node that should be cached.
-	 * @param {Boolean} [parent=true] - Whether this node refers to a shared parent cache or not.
+	 * @param {boolean} [parent=true] - Whether this node refers to a shared parent cache or not.
 	 */
 	constructor( node, parent = true ) {
 
@@ -36,7 +36,7 @@ class CacheNode extends Node {
 		/**
 		 * Whether this node refers to a shared parent cache or not.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default true
 		 */
 		this.parent = parent;
@@ -44,7 +44,7 @@ class CacheNode extends Node {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -92,7 +92,7 @@ export default CacheNode;
  * @tsl
  * @function
  * @param {Node} node - The node that should be cached.
- * @param {Boolean} parent - Whether this node refers to a shared parent cache or not.
+ * @param {boolean} parent - Whether this node refers to a shared parent cache or not.
  * @returns {CacheNode}
  */
 export const cache = ( node, parent ) => nodeObject( new CacheNode( nodeObject( node ), parent ) );

+ 4 - 4
src/nodes/core/ConstNode.js

@@ -18,8 +18,8 @@ class ConstNode extends InputNode {
 	/**
 	 * Constructs a new input node.
 	 *
-	 * @param {Any} value - The value of this node. Usually a JS primitive or three.js object (vector, matrix, color).
-	 * @param {String?} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
+	 * @param {any} value - The value of this node. Usually a JS primitive or three.js object (vector, matrix, color).
+	 * @param {string?} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
 	 */
 	constructor( value, nodeType = null ) {
 
@@ -28,7 +28,7 @@ class ConstNode extends InputNode {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -40,7 +40,7 @@ class ConstNode extends InputNode {
 	 * Generates the shader string of the value with the current node builder.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The generated value as a shader string.
+	 * @return {string} The generated value as a shader string.
 	 */
 	generateConst( builder ) {
 

+ 3 - 3
src/nodes/core/ContextNode.js

@@ -32,7 +32,7 @@ class ContextNode extends Node {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -70,7 +70,7 @@ class ContextNode extends Node {
 	 * This method is overwritten to ensure it returns the type of {@link ContextNode#node}.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The node type.
+	 * @return {string} The node type.
 	 */
 	getNodeType( builder ) {
 
@@ -133,7 +133,7 @@ export const context = /*@__PURE__*/ nodeProxy( ContextNode );
  * @tsl
  * @function
  * @param {Node} node - The node whose context should be modified.
- * @param {String} name - The name/label to set.
+ * @param {string} name - The name/label to set.
  * @returns {ContextNode}
  */
 export const label = ( node, name ) => context( node, { label: name } );

+ 2 - 2
src/nodes/core/IndexNode.js

@@ -34,14 +34,14 @@ class IndexNode extends Node {
 		/**
 		 * The scope of the index node.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 */
 		this.scope = scope;
 
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */

+ 5 - 5
src/nodes/core/InputNode.js

@@ -17,8 +17,8 @@ class InputNode extends Node {
 	/**
 	 * Constructs a new input node.
 	 *
-	 * @param {Any} value - The value of this node. This can be a any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
-	 * @param {String?} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
+	 * @param {any} value - The value of this node. This can be a any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
+	 * @param {string?} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
 	 */
 	constructor( value, nodeType = null ) {
 
@@ -27,7 +27,7 @@ class InputNode extends Node {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -36,7 +36,7 @@ class InputNode extends Node {
 		/**
 		 * The value of this node. This can be a any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
 		 *
-		 * @type {Any}
+		 * @type {any}
 		 */
 		this.value = value;
 
@@ -70,7 +70,7 @@ class InputNode extends Node {
 	 * normal RGBA texture is `texture` whereas its node type is `vec4`.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The input type.
+	 * @return {string} The input type.
 	 */
 	getInputType( builder ) {
 

+ 8 - 8
src/nodes/core/MRTNode.js

@@ -5,8 +5,8 @@ import { nodeProxy, vec4 } from '../tsl/TSLBase.js';
  * Returns the MRT texture index for the given name.
  *
  * @param {Array<Texture>} textures - The textures of a MRT-configured render target.
- * @param {String} name - The name of the MRT texture which index is requested.
- * @return {Number} The texture index.
+ * @param {string} name - The name of the MRT texture which index is requested.
+ * @return {number} The texture index.
  */
 export function getTextureIndex( textures, name ) {
 
@@ -48,7 +48,7 @@ class MRTNode extends OutputStructNode {
 	/**
 	 * Constructs a new output struct node.
 	 *
-	 * @param {Object<String, Node>} outputNodes - The MRT outputs.
+	 * @param {Object<string, Node>} outputNodes - The MRT outputs.
 	 */
 	constructor( outputNodes ) {
 
@@ -59,14 +59,14 @@ class MRTNode extends OutputStructNode {
 		 * is the name of the output, the value the node which produces
 		 * the output result.
 		 *
-		 * @type {Object<String, Node>}
+		 * @type {Object<string, Node>}
 		 */
 		this.outputNodes = outputNodes;
 
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -77,7 +77,7 @@ class MRTNode extends OutputStructNode {
 	/**
 	 * Returns `true` if the MRT node has an output with the given name.
 	 *
-	 * @param {String} name - The name of the output.
+	 * @param {string} name - The name of the output.
 	 * @return {NodeBuilder} Whether the MRT node has an output for the given name or not.
 	 */
 	has( name ) {
@@ -89,7 +89,7 @@ class MRTNode extends OutputStructNode {
 	/**
 	 * Returns the output node for the given name.
 	 *
-	 * @param {String} name - The name of the output.
+	 * @param {string} name - The name of the output.
 	 * @return {Node} The output node.
 	 */
 	get( name ) {
@@ -144,7 +144,7 @@ export default MRTNode;
  *
  * @tsl
  * @function
- * @param {Object<String, Node>} outputNodes - The MRT outputs.
+ * @param {Object<string, Node>} outputNodes - The MRT outputs.
  * @returns {MRTNode}
  */
 export const mrt = /*@__PURE__*/ nodeProxy( MRTNode );

+ 32 - 32
src/nodes/core/Node.js

@@ -22,7 +22,7 @@ class Node extends EventDispatcher {
 	/**
 	 * Constructs a new node.
 	 *
-	 * @param {String?} nodeType - The node type.
+	 * @param {string?} nodeType - The node type.
 	 */
 	constructor( nodeType = null ) {
 
@@ -31,7 +31,7 @@ class Node extends EventDispatcher {
 		/**
 		 * The node type. This represents the result type of the node (e.g. `float` or `vec3`).
 		 *
-		 * @type {String?}
+		 * @type {string?}
 		 * @default null
 		 */
 		this.nodeType = nodeType;
@@ -39,7 +39,7 @@ class Node extends EventDispatcher {
 		/**
 		 * The update type of the node's {@link Node#update} method. Possible values are listed in {@link NodeUpdateType}.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'none'
 		 */
 		this.updateType = NodeUpdateType.NONE;
@@ -47,7 +47,7 @@ class Node extends EventDispatcher {
 		/**
 		 * The update type of the node's {@link Node#updateBefore} method. Possible values are listed in {@link NodeUpdateType}.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'none'
 		 */
 		this.updateBeforeType = NodeUpdateType.NONE;
@@ -55,7 +55,7 @@ class Node extends EventDispatcher {
 		/**
 		 * The update type of the node's {@link Node#updateAfter} method. Possible values are listed in {@link NodeUpdateType}.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @default 'none'
 		 */
 		this.updateAfterType = NodeUpdateType.NONE;
@@ -63,7 +63,7 @@ class Node extends EventDispatcher {
 		/**
 		 * The UUID of the node.
 		 *
-		 * @type {String}
+		 * @type {string}
 		 * @readonly
 		 */
 		this.uuid = MathUtils.generateUUID();
@@ -71,7 +71,7 @@ class Node extends EventDispatcher {
 		/**
 		 * The version of the node. The version automatically is increased when {@link Node#needsUpdate} is set to `true`.
 		 *
-		 * @type {Number}
+		 * @type {number}
 		 * @readonly
 		 * @default 0
 		 */
@@ -82,7 +82,7 @@ class Node extends EventDispatcher {
 		 * node caching system. All nodes which should be declared just once should
 		 * set this flag to `true` (a typical example is {@link AttributeNode}).
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @default false
 		 */
 		this.global = false;
@@ -90,7 +90,7 @@ class Node extends EventDispatcher {
 		/**
 		 * This flag can be used for type testing.
 		 *
-		 * @type {Boolean}
+		 * @type {boolean}
 		 * @readonly
 		 * @default true
 		 */
@@ -102,7 +102,7 @@ class Node extends EventDispatcher {
 		 * The cache key of this node.
 		 *
 		 * @private
-		 * @type {Number?}
+		 * @type {number?}
 		 * @default null
 		 */
 		this._cacheKey = null;
@@ -111,7 +111,7 @@ class Node extends EventDispatcher {
 		 * The cache key 's version.
 		 *
 		 * @private
-		 * @type {Number}
+		 * @type {number}
 		 * @default 0
 		 */
 		this._cacheKeyVersion = 0;
@@ -123,7 +123,7 @@ class Node extends EventDispatcher {
 	/**
 	 * Set this property to `true` when the node should be regenerated.
 	 *
-	 * @type {Boolean}
+	 * @type {boolean}
 	 * @default false
 	 * @param {boolean} value
 	 */
@@ -140,7 +140,7 @@ class Node extends EventDispatcher {
 	/**
 	 * The type of the class. The value is usually the constructor name.
 	 *
-	 * @type {String}
+	 * @type {string}
  	 * @readonly
 	 */
 	get type() {
@@ -153,7 +153,7 @@ class Node extends EventDispatcher {
 	 * Convenient method for defining {@link Node#update}.
 	 *
 	 * @param {Function} callback - The update method.
-	 * @param {String} updateType - The update type.
+	 * @param {string} updateType - The update type.
 	 * @return {Node} A reference to this node.
 	 */
 	onUpdate( callback, updateType ) {
@@ -236,8 +236,8 @@ class Node extends EventDispatcher {
 	 * Nodes might refer to other objects like materials. This method allows to dynamically update the reference
 	 * to such objects based on a given state (e.g. the current node frame or builder).
 	 *
-	 * @param {Any} state - This method can be invocated in different contexts so `state` can refer to any object type.
-	 * @return {Any} The updated reference.
+	 * @param {any} state - This method can be invocated in different contexts so `state` can refer to any object type.
+	 * @return {any} The updated reference.
 	 */
 	updateReference( /*state*/ ) {
 
@@ -251,7 +251,7 @@ class Node extends EventDispatcher {
 	 * global status.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {Boolean} Whether this node is global or not.
+	 * @return {boolean} Whether this node is global or not.
 	 */
 	isGlobal( /*builder*/ ) {
 
@@ -312,8 +312,8 @@ class Node extends EventDispatcher {
 	/**
 	 * Returns the cache key for this node.
 	 *
-	 * @param {Boolean} [force=false] - When set to `true`, a recomputation of the cache key is forced.
-	 * @return {Number} The cache key of the node.
+	 * @param {boolean} [force=false] - When set to `true`, a recomputation of the cache key is forced.
+	 * @return {number} The cache key of the node.
 	 */
 	getCacheKey( force = false ) {
 
@@ -333,7 +333,7 @@ class Node extends EventDispatcher {
 	/**
 	 * Generate a custom cache key for this node.
 	 *
-	 * @return {Number} The cache key of the node.
+	 * @return {number} The cache key of the node.
 	 */
 	customCacheKey() {
 
@@ -358,7 +358,7 @@ class Node extends EventDispatcher {
 	 * depending on their implementation.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The hash.
+	 * @return {string} The hash.
 	 */
 	getHash( /*builder*/ ) {
 
@@ -405,7 +405,7 @@ class Node extends EventDispatcher {
 	 * these elements.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The type of the node.
+	 * @return {string} The type of the node.
 	 */
 	getElementType( builder ) {
 
@@ -420,8 +420,8 @@ class Node extends EventDispatcher {
 	 * Returns the node member type for the given name.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @param {String} name - The name of the member.
-	 * @return {String} The type of the node.
+	 * @param {string} name - The name of the member.
+	 * @return {string} The type of the node.
 	 */
 	getMemberType( /*uilder, name*/ ) {
 
@@ -433,7 +433,7 @@ class Node extends EventDispatcher {
 	 * Returns the node's type.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @return {String} The type of the node.
+	 * @return {string} The type of the node.
 	 */
 	getNodeType( builder ) {
 
@@ -528,8 +528,8 @@ class Node extends EventDispatcher {
 	 * This state builds the output node and returns the resulting shader string.
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @param {String?} output - Can be used to define the output type.
-	 * @return {String?} The generated shader string.
+	 * @param {string?} output - Can be used to define the output type.
+	 * @return {string?} The generated shader string.
 	 */
 	generate( builder, output ) {
 
@@ -549,7 +549,7 @@ class Node extends EventDispatcher {
 	 *
 	 * @abstract
 	 * @param {NodeFrame} frame - A reference to the current node frame.
-	 * @return {Boolean?} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
+	 * @return {boolean?} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
 	 */
 	updateBefore( /*frame*/ ) {
 
@@ -563,7 +563,7 @@ class Node extends EventDispatcher {
 	 *
 	 * @abstract
 	 * @param {NodeFrame} frame - A reference to the current node frame.
-	 * @return {Boolean?} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
+	 * @return {boolean?} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
 	 */
 	updateAfter( /*frame*/ ) {
 
@@ -577,7 +577,7 @@ class Node extends EventDispatcher {
 	 *
 	 * @abstract
 	 * @param {NodeFrame} frame - A reference to the current node frame.
-	 * @return {Boolean?} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
+	 * @return {boolean?} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
 	 */
 	update( /*frame*/ ) {
 
@@ -590,8 +590,8 @@ class Node extends EventDispatcher {
 	 * on the current build stage (setup, analyze or generate).
 	 *
 	 * @param {NodeBuilder} builder - The current node builder.
-	 * @param {String?} output - Can be used to define the output type.
-	 * @return {String?} When this method is executed in the setup or analyze stage, `null` is returned. In the generate stage, the generated shader string.
+	 * @param {string?} output - Can be used to define the output type.
+	 * @return {string?} When this method is executed in the setup or analyze stage, `null` is returned. In the generate stage, the generated shader string.
 	 */
 	build( builder, output = null ) {
 

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