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@@ -1,5 +1,5 @@
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import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils, MathUtils } from 'three/webgpu';
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import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils, MathUtils } from 'three/webgpu';
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-import { clamp, normalize, reference, nodeObject, Fn, NodeUpdateType, uniform, vec4, passTexture, uv, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getViewPosition, screenCoordinate, float, sub, fract, dot, vec2, rand, vec3, Loop, mul, PI, cos, sin, uint, cross, acos, sign, pow, luminance, If, max, abs, Break, sqrt, HALF_PI, div, ceil, shiftRight, convertToTexture, bool, getNormalFromDepth, countOneBits, interleavedGradientNoise } from 'three/tsl';
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+import { clamp, normalize, reference, Fn, NodeUpdateType, uniform, vec4, passTexture, uv, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getViewPosition, screenCoordinate, float, sub, fract, dot, vec2, rand, vec3, Loop, mul, PI, cos, sin, uint, cross, acos, sign, pow, luminance, If, max, abs, Break, sqrt, HALF_PI, div, ceil, shiftRight, convertToTexture, bool, getNormalFromDepth, countOneBits, interleavedGradientNoise } from 'three/tsl';
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const _quadMesh = /*@__PURE__*/ new QuadMesh();
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const _quadMesh = /*@__PURE__*/ new QuadMesh();
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const _size = /*@__PURE__*/ new Vector2();
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const _size = /*@__PURE__*/ new Vector2();
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@@ -639,4 +639,4 @@ export default SSGINode;
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* @param {Camera} camera - The camera the scene is rendered with.
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* @param {Camera} camera - The camera the scene is rendered with.
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* @returns {SSGINode}
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* @returns {SSGINode}
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*/
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*/
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-export const ssgi = ( beautyNode, depthNode, normalNode, camera ) => nodeObject( new SSGINode( convertToTexture( beautyNode ), depthNode, normalNode, camera ) );
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+export const ssgi = ( beautyNode, depthNode, normalNode, camera ) => new SSGINode( convertToTexture( beautyNode ), depthNode, normalNode, camera );
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