فهرست منبع

Updated docs.

Mr.doob 6 روز پیش
والد
کامیت
5bc7b981f2

+ 1 - 0
docs/index.html

@@ -1491,6 +1491,7 @@
 						<li><a href="TSL.html#viewZToLogarithmicDepth">viewZToLogarithmicDepth</a></li>
 						<li><a href="TSL.html#viewZToOrthographicDepth">viewZToOrthographicDepth</a></li>
 						<li><a href="TSL.html#viewZToPerspectiveDepth">viewZToPerspectiveDepth</a></li>
+						<li><a href="TSL.html#viewZToReversedOrthographicDepth">viewZToReversedOrthographicDepth</a></li>
 						<li><a href="TSL.html#viewZToReversedPerspectiveDepth">viewZToReversedPerspectiveDepth</a></li>
 						<li><a href="TSL.html#viewport">viewport</a></li>
 						<li><a href="TSL.html#viewportCoordinate">viewportCoordinate</a></li>

+ 27 - 3
docs/pages/GLSLNodeBuilder.html

@@ -247,7 +247,7 @@ buffer node.</p>
 							<dt class="tag-returns"><strong>Returns:</strong> The GLSL snippet.</dt>
 						</dl>
 					</div>
-					<h3 class="name name-method" id="generateTextureBias" translate="no">.<a href="#generateTextureBias">generateTextureBias</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, textureProperty : <span class="param-type">string</span>, uvSnippet : <span class="param-type">string</span>, biasSnippet : <span class="param-type">string</span>, offsetSnippet : <span class="param-type">string</span> )</span><span class="type-signature"> : string</span> </h3>
+					<h3 class="name name-method" id="generateTextureBias" translate="no">.<a href="#generateTextureBias">generateTextureBias</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, textureProperty : <span class="param-type">string</span>, uvSnippet : <span class="param-type">string</span>, biasSnippet : <span class="param-type">string</span>, depthSnippet : <span class="param-type">string</span>, offsetSnippet : <span class="param-type">string</span> )</span><span class="type-signature"> : string</span> </h3>
 					<div class="method">
 						<div class="description">
 							<p>Generates the GLSL snippet when sampling textures with a bias to the mip level.</p>
@@ -286,6 +286,14 @@ buffer node.</p>
 										<p>A GLSL snippet that represents the bias to apply to the mip level before sampling.</p>
 									</td>
 								</tr>
+								<tr>
+									<td class="name">
+										<strong translate="no">depthSnippet</strong>
+									</td>
+									<td class="description last">
+										<p>A GLSL snippet that represents 0-based texture array index to sample.</p>
+									</td>
+								</tr>
 								<tr>
 									<td class="name">
 										<strong translate="no">offsetSnippet</strong>
@@ -371,7 +379,7 @@ against a reference value.</p>
 							<dt class="tag-returns"><strong>Returns:</strong> The GLSL snippet.</dt>
 						</dl>
 					</div>
-					<h3 class="name name-method" id="generateTextureGrad" translate="no">.<a href="#generateTextureGrad">generateTextureGrad</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, textureProperty : <span class="param-type">string</span>, uvSnippet : <span class="param-type">string</span>, gradSnippet : <span class="param-type">Array.&lt;string></span>, offsetSnippet : <span class="param-type">string</span> )</span><span class="type-signature"> : string</span> </h3>
+					<h3 class="name name-method" id="generateTextureGrad" translate="no">.<a href="#generateTextureGrad">generateTextureGrad</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, textureProperty : <span class="param-type">string</span>, uvSnippet : <span class="param-type">string</span>, gradSnippet : <span class="param-type">Array.&lt;string></span>, depthSnippet : <span class="param-type">string</span>, offsetSnippet : <span class="param-type">string</span> )</span><span class="type-signature"> : string</span> </h3>
 					<div class="method">
 						<div class="description">
 							<p>Generates the GLSL snippet for sampling/loading the given texture using explicit gradients.</p>
@@ -410,6 +418,14 @@ against a reference value.</p>
 										<p>An array holding both gradient GLSL snippets.</p>
 									</td>
 								</tr>
+								<tr>
+									<td class="name">
+										<strong translate="no">depthSnippet</strong>
+									</td>
+									<td class="description last">
+										<p>A GLSL snippet that represents 0-based texture array index to sample.</p>
+									</td>
+								</tr>
 								<tr>
 									<td class="name">
 										<strong translate="no">offsetSnippet</strong>
@@ -424,7 +440,7 @@ against a reference value.</p>
 							<dt class="tag-returns"><strong>Returns:</strong> The GLSL snippet.</dt>
 						</dl>
 					</div>
-					<h3 class="name name-method" id="generateTextureLevel" translate="no">.<a href="#generateTextureLevel">generateTextureLevel</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, textureProperty : <span class="param-type">string</span>, uvSnippet : <span class="param-type">string</span>, levelSnippet : <span class="param-type">string</span>, offsetSnippet : <span class="param-type">string</span> )</span><span class="type-signature"> : string</span> </h3>
+					<h3 class="name name-method" id="generateTextureLevel" translate="no">.<a href="#generateTextureLevel">generateTextureLevel</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, textureProperty : <span class="param-type">string</span>, uvSnippet : <span class="param-type">string</span>, levelSnippet : <span class="param-type">string</span>, depthSnippet : <span class="param-type">string</span>, offsetSnippet : <span class="param-type">string</span> )</span><span class="type-signature"> : string</span> </h3>
 					<div class="method">
 						<div class="description">
 							<p>Generates the GLSL snippet when sampling textures with explicit mip level.</p>
@@ -463,6 +479,14 @@ against a reference value.</p>
 										<p>A GLSL snippet that represents the mip level, with level 0 containing a full size version of the texture.</p>
 									</td>
 								</tr>
+								<tr>
+									<td class="name">
+										<strong translate="no">depthSnippet</strong>
+									</td>
+									<td class="description last">
+										<p>A GLSL snippet that represents 0-based texture array index to sample.</p>
+									</td>
+								</tr>
 								<tr>
 									<td class="name">
 										<strong translate="no">offsetSnippet</strong>

+ 15 - 3
docs/pages/GLSLNodeBuilder.html.md

@@ -126,7 +126,7 @@ A GLSL snippet that represents the offset that will be applied to the unnormaliz
 
 **Returns:** The GLSL snippet.
 
-### .generateTextureBias( texture : Texture, textureProperty : string, uvSnippet : string, biasSnippet : string, offsetSnippet : string ) : string
+### .generateTextureBias( texture : Texture, textureProperty : string, uvSnippet : string, biasSnippet : string, depthSnippet : string, offsetSnippet : string ) : string
 
 Generates the GLSL snippet when sampling textures with a bias to the mip level.
 
@@ -146,6 +146,10 @@ A GLSL snippet that represents texture coordinates used for sampling.
 
 A GLSL snippet that represents the bias to apply to the mip level before sampling.
 
+**depthSnippet**
+
+A GLSL snippet that represents 0-based texture array index to sample.
+
 **offsetSnippet**
 
 A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
@@ -188,7 +192,7 @@ Default is `this.shaderStage`.
 
 **Returns:** The GLSL snippet.
 
-### .generateTextureGrad( texture : Texture, textureProperty : string, uvSnippet : string, gradSnippet : Array.<string>, offsetSnippet : string ) : string
+### .generateTextureGrad( texture : Texture, textureProperty : string, uvSnippet : string, gradSnippet : Array.<string>, depthSnippet : string, offsetSnippet : string ) : string
 
 Generates the GLSL snippet for sampling/loading the given texture using explicit gradients.
 
@@ -208,13 +212,17 @@ A GLSL snippet that represents texture coordinates used for sampling.
 
 An array holding both gradient GLSL snippets.
 
+**depthSnippet**
+
+A GLSL snippet that represents 0-based texture array index to sample.
+
 **offsetSnippet**
 
 A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
 
 **Returns:** The GLSL snippet.
 
-### .generateTextureLevel( texture : Texture, textureProperty : string, uvSnippet : string, levelSnippet : string, offsetSnippet : string ) : string
+### .generateTextureLevel( texture : Texture, textureProperty : string, uvSnippet : string, levelSnippet : string, depthSnippet : string, offsetSnippet : string ) : string
 
 Generates the GLSL snippet when sampling textures with explicit mip level.
 
@@ -234,6 +242,10 @@ A GLSL snippet that represents texture coordinates used for sampling.
 
 A GLSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
 
+**depthSnippet**
+
+A GLSL snippet that represents 0-based texture array index to sample.
+
 **offsetSnippet**
 
 A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.

+ 7 - 0
docs/pages/GaussianBlurNode.html

@@ -96,6 +96,13 @@
 						<p>Defines the direction and radius of the blur.</p>
 					</div>
 				</div>
+				<div class="member">
+					<h3 class="name" id="isGaussianBlurNode" translate="no">.<a href="#isGaussianBlurNode">isGaussianBlurNode</a><span class="type-signature"> : boolean</span> <span class="type-signature">(readonly) </span></h3>
+					<div class="description">
+						<p>This flag can be used for type testing.</p>
+						<p>Default is <code>true</code>.</p>
+					</div>
+				</div>
 				<div class="member">
 					<h3 class="name" id="premultipliedAlpha" translate="no">.<a href="#premultipliedAlpha">premultipliedAlpha</a><span class="type-signature"> : boolean</span> </h3>
 					<div class="description">

+ 6 - 0
docs/pages/GaussianBlurNode.html.md

@@ -58,6 +58,12 @@ Default is `1`.
 
 Defines the direction and radius of the blur.
 
+### .isGaussianBlurNode : boolean (readonly)
+
+This flag can be used for type testing.
+
+Default is `true`.
+
 ### .premultipliedAlpha : boolean
 
 Whether the effect should use premultiplied alpha or not. Set this to `true` if you are going to blur texture input with transparency.

+ 3 - 10
docs/pages/NodeBuilder.html

@@ -285,7 +285,9 @@ for this 3D object.</p>
 				<div class="member">
 					<h3 class="name" id="sequentialNodes" translate="no">.<a href="#sequentialNodes">sequentialNodes</a><span class="type-signature"> : Array.&lt;<a href="Node.html">Node</a>></span> </h3>
 					<div class="description">
-						<p>A list of all sequential nodes.</p>
+						<p>A list of all nodes the builder is processing in sequential order.</p>
+<p>This is used to determine the update order of nodes, which is important for
+NodeUpdateType#UPDATE_BEFORE and NodeUpdateType#UPDATE_AFTER.</p>
 					</div>
 				</div>
 				<div class="member">
@@ -1392,15 +1394,6 @@ this method might be used to convert a simple float string <code>&quot;1.0&quot;
 							<dt class="tag-returns"><strong>Returns:</strong> The array of node uniform groups.</dt>
 						</dl>
 					</div>
-					<h3 class="name name-method" id="getBindGroupsCache" translate="no">.<a href="#getBindGroupsCache">getBindGroupsCache</a><span class="signature">()</span><span class="type-signature"> : <a href="ChainMap.html">ChainMap</a></span> </h3>
-					<div class="method">
-						<div class="description">
-							<p>Returns the bind groups of the current renderer.</p>
-						</div>
-						<dl class="details">
-							<dt class="tag-returns"><strong>Returns:</strong> The cache.</dt>
-						</dl>
-					</div>
 					<h3 class="name name-method" id="getBindings" translate="no">.<a href="#getBindings">getBindings</a><span class="signature">()</span><span class="type-signature"> : Array.&lt;<a href="BindGroup.html">BindGroup</a>></span> </h3>
 					<div class="method">
 						<div class="description">

+ 3 - 7
docs/pages/NodeBuilder.html.md

@@ -182,7 +182,9 @@ Default is `null`.
 
 ### .sequentialNodes : Array.<Node>
 
-A list of all sequential nodes.
+A list of all nodes the builder is processing in sequential order.
+
+This is used to determine the update order of nodes, which is important for NodeUpdateType#UPDATE\_BEFORE and NodeUpdateType#UPDATE\_AFTER.
 
 ### .shaderStage : 'vertex' | 'fragment' | 'compute' | 'any'
 
@@ -752,12 +754,6 @@ The shader stage.
 
 **Returns:** The array of node uniform groups.
 
-### .getBindGroupsCache() : ChainMap
-
-Returns the bind groups of the current renderer.
-
-**Returns:** The cache.
-
 ### .getBindings() : Array.<BindGroup>
 
 Returns a list bindings of all shader stages separated by groups.

+ 7 - 0
docs/pages/PassMultipleTextureNode.html

@@ -56,6 +56,13 @@ internal texture. Relevant for the <code>getPreviousTexture()</code> related API
 					</div>
 				</div>
 				<h2 class="subsection-title">Properties</h2>
+				<div class="member">
+					<h3 class="name" id="isPassMultipleTextureNode" translate="no">.<a href="#isPassMultipleTextureNode">isPassMultipleTextureNode</a><span class="type-signature"> : boolean</span> <span class="type-signature">(readonly) </span></h3>
+					<div class="description">
+						<p>This flag can be used for type testing.</p>
+						<p>Default is <code>true</code>.</p>
+					</div>
+				</div>
 				<div class="member">
 					<h3 class="name" id="previousTexture" translate="no">.<a href="#previousTexture">previousTexture</a><span class="type-signature"> : boolean</span> </h3>
 					<div class="description">

+ 6 - 0
docs/pages/PassMultipleTextureNode.html.md

@@ -26,6 +26,12 @@ Default is `false`.
 
 ## Properties
 
+### .isPassMultipleTextureNode : boolean (readonly)
+
+This flag can be used for type testing.
+
+Default is `true`.
+
 ### .previousTexture : boolean
 
 Whether previous frame data should be used or not.

+ 7 - 0
docs/pages/PassTextureNode.html

@@ -46,6 +46,13 @@
 					</div>
 				</div>
 				<h2 class="subsection-title">Properties</h2>
+				<div class="member">
+					<h3 class="name" id="isPassTextureNode" translate="no">.<a href="#isPassTextureNode">isPassTextureNode</a><span class="type-signature"> : boolean</span> <span class="type-signature">(readonly) </span></h3>
+					<div class="description">
+						<p>This flag can be used for type testing.</p>
+						<p>Default is <code>true</code>.</p>
+					</div>
+				</div>
 				<div class="member">
 					<h3 class="name" id="passNode" translate="no">.<a href="#passNode">passNode</a><span class="type-signature"> : <a href="PassNode.html">PassNode</a></span> </h3>
 					<div class="description">

+ 6 - 0
docs/pages/PassTextureNode.html.md

@@ -20,6 +20,12 @@ The output texture.
 
 ## Properties
 
+### .isPassTextureNode : boolean (readonly)
+
+This flag can be used for type testing.
+
+Default is `true`.
+
 ### .passNode : PassNode
 
 A reference to the pass node.

+ 5 - 5
docs/pages/PixelationNode.html

@@ -115,14 +115,14 @@
 					</div>
 				</div>
 				<div class="member">
-					<h3 class="name" id="updateBeforeType" translate="no">.<a href="#updateBeforeType">updateBeforeType</a><span class="type-signature"> : string</span> </h3>
+					<h3 class="name" id="updateType" translate="no">.<a href="#updateType">updateType</a><span class="type-signature"> : string</span> </h3>
 					<div class="description">
-						<p>The <code>updateBeforeType</code> is set to <code>NodeUpdateType.FRAME</code> since the node updates
+						<p>The <code>updateType</code> is set to <code>NodeUpdateType.FRAME</code> since the node updates
 its internal uniforms once per frame in <code>updateBefore()</code>.</p>
 						<p>Default is <code>'frame'</code>.</p>
 					</div>
 						<dl class="details">
-							<dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#updateBeforeType">TempNode#updateBeforeType</a></dt>
+							<dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#updateType">TempNode#updateType</a></dt>
 						</dl>
 				</div>
 				<h2 class="subsection-title">Methods</h2>
@@ -147,7 +147,7 @@ its internal uniforms once per frame in <code>updateBefore()</code>.</p>
 							<dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#setup">TempNode#setup</a></dt>
 						</dl>
 					</div>
-					<h3 class="name name-method" id="updateBefore" translate="no">.<a href="#updateBefore">updateBefore</a><span class="signature">( frame : <span class="param-type"><a href="NodeFrame.html">NodeFrame</a></span> )</span> </h3>
+					<h3 class="name name-method" id="update" translate="no">.<a href="#update">update</a><span class="signature">( frame : <span class="param-type"><a href="NodeFrame.html">NodeFrame</a></span> )</span> </h3>
 					<div class="method">
 						<div class="description">
 							<p>This method is used to update uniforms once per frame.</p>
@@ -165,7 +165,7 @@ its internal uniforms once per frame in <code>updateBefore()</code>.</p>
 							</tbody>
 						</table>
 						<dl class="details">
-							<dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#updateBefore">TempNode#updateBefore</a></dt>
+							<dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#update">TempNode#update</a></dt>
 						</dl>
 					</div>
 				<h2 class="subsection-title">Source</h2>

+ 5 - 5
docs/pages/PixelationNode.html.md

@@ -60,13 +60,13 @@ The pixel size.
 
 The texture node that represents the beauty pass.
 
-### .updateBeforeType : string
+### .updateType : string
 
-The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates its internal uniforms once per frame in `updateBefore()`.
+The `updateType` is set to `NodeUpdateType.FRAME` since the node updates its internal uniforms once per frame in `updateBefore()`.
 
 Default is `'frame'`.
 
-**Overrides:** [TempNode#updateBeforeType](TempNode.html#updateBeforeType)
+**Overrides:** [TempNode#updateType](TempNode.html#updateType)
 
 ## Methods
 
@@ -80,7 +80,7 @@ The current node builder.
 
 **Overrides:** [TempNode#setup](TempNode.html#setup)
 
-### .updateBefore( frame : NodeFrame )
+### .update( frame : NodeFrame )
 
 This method is used to update uniforms once per frame.
 
@@ -88,7 +88,7 @@ This method is used to update uniforms once per frame.
 
 The current node frame.
 
-**Overrides:** [TempNode#updateBefore](TempNode.html#updateBefore)
+**Overrides:** [TempNode#update](TempNode.html#update)
 
 ## Source
 

+ 34 - 0
docs/pages/TSL.html

@@ -11732,6 +11732,40 @@ compared to ColorAdjustment#saturation.</p>
 							</tbody>
 						</table>
 					</div>
+					<h3 class="name name-method" id="viewZToReversedOrthographicDepth" translate="no">.<a href="#viewZToReversedOrthographicDepth">viewZToReversedOrthographicDepth</a><span class="signature">( viewZ : <span class="param-type"><a href="Node.html">Node</a>.&lt;float></span>, near : <span class="param-type"><a href="Node.html">Node</a>.&lt;float></span>, far : <span class="param-type"><a href="Node.html">Node</a>.&lt;float></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.&lt;float></span> </h3>
+					<div class="method">
+						<div class="description">
+							<p>TSL function for converting a viewZ value to a reversed orthographic depth value.</p>
+						</div>
+						<table class="params">
+							<tbody>
+								<tr>
+									<td class="name">
+										<strong translate="no">viewZ</strong>
+									</td>
+									<td class="description last">
+										<p>The viewZ node.</p>
+									</td>
+								</tr>
+								<tr>
+									<td class="name">
+										<strong translate="no">near</strong>
+									</td>
+									<td class="description last">
+										<p>The camera's near value.</p>
+									</td>
+								</tr>
+								<tr>
+									<td class="name">
+										<strong translate="no">far</strong>
+									</td>
+									<td class="description last">
+										<p>The camera's far value.</p>
+									</td>
+								</tr>
+							</tbody>
+						</table>
+					</div>
 					<h3 class="name name-method" id="viewZToReversedPerspectiveDepth" translate="no">.<a href="#viewZToReversedPerspectiveDepth">viewZToReversedPerspectiveDepth</a><span class="signature">( viewZ : <span class="param-type"><a href="Node.html">Node</a>.&lt;float></span>, near : <span class="param-type"><a href="Node.html">Node</a>.&lt;float></span>, far : <span class="param-type"><a href="Node.html">Node</a>.&lt;float></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.&lt;float></span> </h3>
 					<div class="method">
 						<div class="description">

+ 16 - 0
docs/pages/TSL.html.md

@@ -6057,6 +6057,22 @@ The camera's near value.
 
 The camera's far value.
 
+### .viewZToReversedOrthographicDepth( viewZ : Node.<float>, near : Node.<float>, far : Node.<float> ) : Node.<float>
+
+TSL function for converting a viewZ value to a reversed orthographic depth value.
+
+**viewZ**
+
+The viewZ node.
+
+**near**
+
+The camera's near value.
+
+**far**
+
+The camera's far value.
+
 ### .viewZToReversedPerspectiveDepth( viewZ : Node.<float>, near : Node.<float>, far : Node.<float> ) : Node.<float>
 
 TSL function for converting a viewZ value to a reversed perspective depth value.

+ 9 - 1
docs/pages/WGSLNodeBuilder.html

@@ -224,7 +224,7 @@ This ensures the same binding index is used across all shader stages.</p>
 							<dt class="tag-returns"><strong>Returns:</strong> The generated value as a shader string.</dt>
 						</dl>
 					</div>
-					<h3 class="name name-method" id="generateFilteredTexture" translate="no">.<a href="#generateFilteredTexture">generateFilteredTexture</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, textureProperty : <span class="param-type">string</span>, uvSnippet : <span class="param-type">string</span>, offsetSnippet : <span class="param-type">string</span>, levelSnippet : <span class="param-type">string</span> )</span><span class="type-signature"> : string</span> </h3>
+					<h3 class="name name-method" id="generateFilteredTexture" translate="no">.<a href="#generateFilteredTexture">generateFilteredTexture</a><span class="signature">( texture : <span class="param-type"><a href="Texture.html">Texture</a></span>, textureProperty : <span class="param-type">string</span>, uvSnippet : <span class="param-type">string</span>, offsetSnippet : <span class="param-type">string</span>, levelSnippet : <span class="param-type">string</span>, depthSnippet : <span class="param-type">string</span> )</span><span class="type-signature"> : string</span> </h3>
 					<div class="method">
 						<div class="description">
 							<p>Generates the WGSL snippet for a manual filtered texture.</p>
@@ -272,6 +272,14 @@ This ensures the same binding index is used across all shader stages.</p>
 										<p>Default is <code>'0u'</code>.</p>
 									</td>
 								</tr>
+								<tr>
+									<td class="name">
+										<strong translate="no">depthSnippet</strong>
+									</td>
+									<td class="description last">
+										<p>A WGSL snippet that represents 0-based texture array index to sample.</p>
+									</td>
+								</tr>
 							</tbody>
 						</table>
 						<dl class="details">

+ 5 - 1
docs/pages/WGSLNodeBuilder.html.md

@@ -120,7 +120,7 @@ The count.
 
 **Returns:** The generated value as a shader string.
 
-### .generateFilteredTexture( texture : Texture, textureProperty : string, uvSnippet : string, offsetSnippet : string, levelSnippet : string ) : string
+### .generateFilteredTexture( texture : Texture, textureProperty : string, uvSnippet : string, offsetSnippet : string, levelSnippet : string, depthSnippet : string ) : string
 
 Generates the WGSL snippet for a manual filtered texture.
 
@@ -146,6 +146,10 @@ A WGSL snippet that represents the mip level, with level 0 containing a full siz
 
 Default is `'0u'`.
 
+**depthSnippet**
+
+A WGSL snippet that represents 0-based texture array index to sample.
+
 **Returns:** The WGSL snippet.
 
 ### .generateTexture( texture : Texture, textureProperty : string, uvSnippet : string, depthSnippet : string, offsetSnippet : string, shaderStage : string ) : string

+ 6 - 6
docs/search.json

@@ -7664,10 +7664,6 @@
 			"title": "NodeBuilder#getBindGroupArray",
 			"kind": "function"
 		},
-		{
-			"title": "NodeBuilder#getBindGroupsCache",
-			"kind": "function"
-		},
 		{
 			"title": "NodeBuilder#getBindings",
 			"kind": "function"
@@ -20151,11 +20147,11 @@
 			"kind": "member"
 		},
 		{
-			"title": "PixelationNode#updateBefore",
+			"title": "PixelationNode#update",
 			"kind": "function"
 		},
 		{
-			"title": "PixelationNode#updateBeforeType",
+			"title": "PixelationNode#updateType",
 			"kind": "member"
 		},
 		{
@@ -27754,6 +27750,10 @@
 			"title": "viewZToPerspectiveDepth",
 			"kind": "function"
 		},
+		{
+			"title": "viewZToReversedOrthographicDepth",
+			"kind": "function"
+		},
 		{
 			"title": "viewZToReversedPerspectiveDepth",
 			"kind": "function"

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