import { abs, add, clamp, floor, ceil, round, sign, sin, cos, tan, asin, acos, sqrt, log, exp, min, max, normalize, length, dot, cross, mul, div, pow, distance, remap, luminance, mx_rgbtohsv, mx_hsvtorgb, mix, saturation as mx_saturation, transpose, determinant, inverse, mat3, mx_ramp4, mx_ramplr, mx_ramptb, mx_splitlr, mx_splittb, mx_fractal_noise_float, mx_fractal_noise_vec3, mx_noise_float, mx_noise_vec3, mx_cell_noise_float, mx_cell_noise_vec3, mx_smoothstep, mx_worley_noise_float_2d, mx_worley_noise_float_3d, mx_worley_noise_vec3_style, mx_unifiednoise2d, mx_unifiednoise3d, mx_modulo, mx_invert, mx_place2d, mx_rotate2d, mx_rotate3d, mx_safepower, mx_contrast, element, reflect, refract, mx_timer, mx_frame, mx_ifgreater, mx_ifgreatereq, mx_ifequal, mx_atan2, positionLocal, positionWorld, normalWorld, tangentWorld, bitangentWorld, cameraPosition, mx_heighttonormal, float, int, bool, color, modelNormalMatrix, modelWorldMatrix, modelWorldMatrixInverse, vec2, vec3, vec4, fract, sub, step, and as tslAnd, or as tslOr, xor as tslXor, not as tslNot, Fn, Loop, } from 'three/tsl'; import { normalizeSpaceName, toBooleanNode, toVec3Channels } from './MaterialXUtils.js'; const createMXElement = ( name, nodeFunc, params = [], defaults = {}, usesNode = false ) => ( { name, nodeFunc, params, defaults, usesNode } ); const mx_range = ( inNode, inLow, inHigh, outLow, outHigh, gamma = 1 ) => { const inSpan = max( sub( inHigh, inLow ), 1e-6 ); const normalized = div( sub( inNode, inLow ), inSpan ); const reciprocalGamma = div( 1, gamma ); const gammaApplied = mul( pow( abs( normalized ), reciprocalGamma ), sign( normalized ) ); return add( outLow, mul( gammaApplied, sub( outHigh, outLow ) ) ); }; const mx_open_pbr_anisotropy = ( roughness = 0, anisotropy = 0 ) => { const anisoInvert = sub( float( 1 ), anisotropy ); const anisoInvertSq = mul( anisoInvert, anisoInvert ); const denom = add( anisoInvertSq, float( 1 ) ); const fraction = div( float( 2 ), denom ); const sqrtFraction = sqrt( fraction ); const roughSq = mul( roughness, roughness ); const alphaX = mul( roughSq, sqrtFraction ); const alphaY = mul( anisoInvert, alphaX ); return vec2( alphaX, alphaY ); }; const mx_boolean = ( inNode ) => toBooleanNode( inNode ); const mx_and = ( in1, in2 ) => tslAnd( mx_boolean( in1 ), mx_boolean( in2 ) ); const mx_or = ( in1, in2 ) => tslOr( mx_boolean( in1 ), mx_boolean( in2 ) ); const mx_xor = ( in1, in2 ) => tslXor( mx_boolean( in1 ), mx_boolean( in2 ) ); const mx_not = ( inNode ) => tslNot( mx_boolean( inNode ) ); const mx_checkerboard = ( color1, color2, uvtiling, uvoffset, texcoord ) => { const tiledUv = sub( mul( texcoord, uvtiling ), uvoffset ); const checkerMix = mx_modulo( dot( floor( tiledUv ), vec2( 1, 1 ) ), float( 2 ) ); return mix( color2, color1, checkerMix ); }; const mx_circle = ( texcoord, center, radius ) => { const delta = sub( texcoord, center ); const distanceSquared = dot( delta, delta ); const radiusSquared = mul( radius, radius ); return mx_ifgreater( distanceSquared, radiusSquared, 0, 1 ); }; const mx_normalmap = ( value = vec3( 0.5, 0.5, 1.0 ), scale = 1.0, normal = vec3( 0.0, 0.0, 1.0 ), tangent = vec3( 1.0, 0.0, 0.0 ), bitangent = vec3( 0.0, 1.0, 0.0 ), ) => { const mapValue = toVec3Channels( value ); const decoded = sub( mul( mapValue, 2.0 ), vec3( 1.0, 1.0, 1.0 ) ); const safeValue = dot( mapValue, mapValue ).equal( 0 ).mix( decoded, vec3( 0.0, 0.0, 1.0 ) ); const normalScale = vec2( scale ); const blended = add( add( mul( tangent, mul( element( safeValue, 0 ), element( normalScale, 0 ) ) ), mul( bitangent, mul( element( safeValue, 1 ), element( normalScale, 1 ) ) ), ), mul( normal, element( safeValue, 2 ) ), ); return normalize( blended ); }; const mx_bump = ( height, scale = 1, normal = vec3( 0.0, 0.0, 1.0 ), tangent = vec3( 1.0, 0.0, 0.0 ), bitangent = vec3( 0.0, 1.0, 0.0 ), ) => mx_normalmap( mx_heighttonormal( height, 1 ), scale, normal, tangent, bitangent ); const mx_dot = ( inNode ) => inNode; const mx_viewdirection = ( space = 'world' ) => { const outputSpace = normalizeSpaceName( space, 'world' ); const worldDirection = normalize( sub( positionWorld, cameraPosition ) ); if ( outputSpace === 'world' ) { return worldDirection; } return mx_transformnormal( worldDirection, 'world', outputSpace ); }; const mx_blackbody = ( temperature = 5000 ) => { const temperatureKelvin = clamp( temperature, float( 800 ), float( 25000 ) ); const t = div( float( 1000 ), temperatureKelvin ); const t2 = mul( t, t ); const t3 = mul( t2, t ); const lowX = add( add( mul( float( - 0.2661239 ), t3 ), mul( float( - 0.234358 ), t2 ) ), add( mul( float( 0.8776956 ), t ), float( 0.17991 ) ) ); const highX = add( add( mul( float( - 3.0258469 ), t3 ), mul( float( 2.1070379 ), t2 ) ), add( mul( float( 0.2226347 ), t ), float( 0.24039 ) ), ); const xc = mx_ifgreatereq( temperatureKelvin, float( 4000 ), highX, lowX ); const xc2 = mul( xc, xc ); const xc3 = mul( xc2, xc ); const ycLow = add( add( mul( float( - 1.1063814 ), xc3 ), mul( float( - 1.3481102 ), xc2 ) ), add( mul( float( 2.18555832 ), xc ), float( - 0.20219683 ) ), ); const ycMid = add( add( mul( float( - 0.9549476 ), xc3 ), mul( float( - 1.37418593 ), xc2 ) ), add( mul( float( 2.09137015 ), xc ), float( - 0.16748867 ) ), ); const ycHigh = add( add( mul( float( 3.081758 ), xc3 ), mul( float( - 5.8733867 ), xc2 ) ), add( mul( float( 3.75112997 ), xc ), float( - 0.37001483 ) ), ); const ycLowMid = mx_ifgreatereq( temperatureKelvin, float( 2222 ), ycMid, ycLow ); const yc = mx_ifgreatereq( temperatureKelvin, float( 4000 ), ycHigh, ycLowMid ); const safeYc = max( yc, float( 1e-6 ) ); const xyz = vec3( div( xc, safeYc ), float( 1 ), div( sub( sub( float( 1 ), xc ), yc ), safeYc ) ); const rgb = vec3( add( add( mul( float( 3.2406 ), element( xyz, 0 ) ), mul( float( - 1.5372 ), element( xyz, 1 ) ) ), mul( float( - 0.4986 ), element( xyz, 2 ) ) ), add( add( mul( float( - 0.9689 ), element( xyz, 0 ) ), mul( float( 1.8758 ), element( xyz, 1 ) ) ), mul( float( 0.0415 ), element( xyz, 2 ) ) ), add( add( mul( float( 0.0557 ), element( xyz, 0 ) ), mul( float( - 0.204 ), element( xyz, 1 ) ) ), mul( float( 1.057 ), element( xyz, 2 ) ) ), ); const clampedRgb = max( rgb, vec3( 0, 0, 0 ) ); const validYcMask = step( float( 1e-6 ), yc ); return mix( vec3( 1, 1, 1 ), clampedRgb, validYcMask ); }; const mx_unpremult = ( input ) => { const alpha = element( input, 3 ); const rgb = toVec3Channels( input ); const unpremultiplied = alpha.equal( 0 ).mix( rgb, div( rgb, alpha ) ); return vec4( unpremultiplied, alpha ); }; const mx_colorcorrect = ( input, hue = 0, saturationAmount = 1, gamma = 1, lift = 0, gain = 1, contrast = 1, contrastPivot = 0.5, exposure = 0, ) => { const rgbInput = toVec3Channels( input ); const hsv = mx_rgbtohsv( rgbInput ); const hueAdjusted = mx_hsvtorgb( add( hsv, vec3( hue, 0, 0 ) ) ); const saturationAdjusted = mx_saturation( hueAdjusted, saturationAmount ); const gammaAdjusted = mx_range( saturationAdjusted, 0, 1, 0, 1, gamma ); const liftApplied = add( mul( gammaAdjusted, sub( 1, lift ) ), lift ); const gainApplied = mul( liftApplied, gain ); const contrastApplied = mx_contrast( gainApplied, contrast, contrastPivot ); const exposureApplied = mul( contrastApplied, pow( 2, exposure ) ); const preserveAlpha = input && ( input.nodeType === 'vec4' || input.nodeType === 'color4' ); return preserveAlpha ? vec4( exposureApplied, element( input, 3 ) ) : exposureApplied; }; const mx_minus = ( fg, bg, mixval = 1 ) => add( mul( mixval, sub( bg, fg ) ), mul( sub( 1, mixval ), bg ) ); const mx_difference = ( fg, bg, mixval = 1 ) => add( mul( mixval, abs( sub( bg, fg ) ) ), mul( sub( 1, mixval ), bg ) ); const mx_screen = ( fg, bg, mixval = 1 ) => { const screened = sub( 1, mul( sub( 1, fg ), sub( 1, bg ) ) ); return mix( bg, screened, mixval ); }; const mx_overlay = ( fg, bg, mixval = 1 ) => { const lowBranch = mul( mul( 2, fg ), bg ); const highBranch = sub( 1, mul( mul( 2, sub( 1, fg ) ), sub( 1, bg ) ) ); const overlayed = mix( lowBranch, highBranch, step( 0.5, bg ) ); return mix( bg, overlayed, mixval ); }; const mx_transformnormal = ( inNode = vec3( 0, 0, 1 ), fromspace = 'world', tospace = 'world' ) => { const from = normalizeSpaceName( fromspace, 'world' ); const to = normalizeSpaceName( tospace, 'world' ); const inNormal = vec3( inNode ); if ( from === to ) { return normalize( inNormal ); } if ( from === 'object' && to === 'world' ) { return normalize( mul( inNormal, modelNormalMatrix ) ); } return normalize( mul( inNormal, mat3( modelWorldMatrix ) ) ); }; const mx_transformvector = ( inNode = vec3( 0, 0, 0 ), fromspace = 'world', tospace = 'world' ) => { const from = normalizeSpaceName( fromspace, 'world' ); const to = normalizeSpaceName( tospace, 'world' ); const inVector = vec3( inNode ); if ( from === to ) { return inVector; } if ( from === 'object' && to === 'world' ) { return mul( inVector, mat3( modelWorldMatrix ) ); } return mul( inVector, mat3( modelWorldMatrixInverse ) ); }; const mx_transformpoint = ( inNode = vec3( 0, 0, 0 ), fromspace = 'world', tospace = 'world' ) => { const from = normalizeSpaceName( fromspace, 'world' ); const to = normalizeSpaceName( tospace, 'world' ); const inPoint = vec3( inNode ); if ( from === to ) { return inPoint; } const point4 = vec4( inPoint, 1 ); const matrix = from === 'object' && to === 'world' ? modelWorldMatrix : modelWorldMatrixInverse; const transformed4 = mul( matrix, point4 ); return vec3( element( transformed4, 0 ), element( transformed4, 1 ), element( transformed4, 2 ) ); }; const mx_burn_channel = ( fg, bg, mixval = 1 ) => { const composed = add( mul( mixval, sub( 1, div( sub( 1, bg ), fg ) ) ), mul( sub( 1, mixval ), bg ) ); return mul( composed, step( float( 1e-6 ), abs( fg ) ) ); }; const mx_dodge_channel = ( fg, bg, mixval = 1 ) => { const composed = add( mul( mixval, div( bg, sub( 1, fg ) ) ), mul( sub( 1, mixval ), bg ) ); return mul( composed, step( float( 1e-6 ), abs( sub( 1, fg ) ) ) ); }; const isVec3Like = ( node ) => node && ( node.nodeType === 'vec3' || node.nodeType === 'color' || node.nodeType === 'color3' ); const isVec4Like = ( node ) => node && ( node.nodeType === 'vec4' || node.nodeType === 'color4' ); const applyBlendByChannel = ( channelFunc, fg, bg, mixval = 1 ) => { if ( isVec4Like( fg ) || isVec4Like( bg ) ) { return vec4( channelFunc( element( fg, 0 ), element( bg, 0 ), mixval ), channelFunc( element( fg, 1 ), element( bg, 1 ), mixval ), channelFunc( element( fg, 2 ), element( bg, 2 ), mixval ), channelFunc( element( fg, 3 ), element( bg, 3 ), mixval ), ); } if ( isVec3Like( fg ) || isVec3Like( bg ) ) { return vec3( channelFunc( element( fg, 0 ), element( bg, 0 ), mixval ), channelFunc( element( fg, 1 ), element( bg, 1 ), mixval ), channelFunc( element( fg, 2 ), element( bg, 2 ), mixval ), ); } return channelFunc( fg, bg, mixval ); }; const mx_burn = ( fg, bg, mixval = 1 ) => applyBlendByChannel( mx_burn_channel, fg, bg, mixval ); const mx_dodge = ( fg, bg, mixval = 1 ) => applyBlendByChannel( mx_dodge_channel, fg, bg, mixval ); const mixColor4 = ( bg, fg, factor ) => vec4( mix( element( bg, 0 ), element( fg, 0 ), factor ), mix( element( bg, 1 ), element( fg, 1 ), factor ), mix( element( bg, 2 ), element( fg, 2 ), factor ), mix( element( bg, 3 ), element( fg, 3 ), factor ), ); const mxRampSegment = ( x, color1, color2, interval1, interval2, interpolation ) => { const linearClamped = clamp( x, interval1, interval2 ); const rangeSize = sub( interval2, interval1 ); const safeRange = max( rangeSize, float( 1e-6 ) ); const linearRemap = div( sub( linearClamped, interval1 ), safeRange ); const smoothVal = mx_smoothstep( x, interval1, interval2 ); const interpolationDistanceToLinear = abs( sub( interpolation, float( 0 ) ) ); const useLinear = sub( float( 1 ), step( float( 0.5 ), interpolationDistanceToLinear ) ); const interpFactor = mix( smoothVal, linearRemap, useLinear ); const mixedColor = mixColor4( color1, color2, interpFactor ); const stepColor = mixColor4( color1, color2, step( interval2, x ) ); const interpolationDistanceToStep = abs( sub( interpolation, float( 2 ) ) ); const useStep = sub( float( 1 ), step( float( 0.5 ), interpolationDistanceToStep ) ); return mixColor4( mixedColor, stepColor, useStep ); }; const mx_ramp_gradient = ( x = 0, interval1 = 0, interval2 = 1, color1 = vec4( 0, 0, 0, 1 ), color2 = vec4( 1, 1, 1, 1 ), interpolation = 1, prevColor = vec4( 0, 0, 0, 1 ), intervalNum = 1, numIntervals = 2, ) => { const xFloat = float( x ); const interval1Float = float( interval1 ); const interval2Float = float( interval2 ); const interpolationFloat = float( interpolation ); const intervalNumFloat = float( intervalNum ); const numIntervalsFloat = float( numIntervals ); const interpolated = mxRampSegment( xFloat, color1, color2, interval1Float, interval2Float, interpolationFloat ); const withinInterval = mixColor4( prevColor, interpolated, step( add( interval1Float, float( 1e-6 ) ), xFloat ) ); return mixColor4( withinInterval, prevColor, step( numIntervalsFloat, intervalNumFloat ) ); }; const mx_ramp = ( texcoord = vec2( 0, 0 ), type = 0, interpolation = 1, numIntervals = 2, ...rest ) => { const rampTypeFloat = float( type ); const interpolationFloat = float( interpolation ); const numIntervalsFloat = float( numIntervals ); const clamped = clamp( texcoord, vec2( 0, 0 ), vec2( 1, 1 ) ); const s = element( clamped, 0 ); const t = element( clamped, 1 ); const centeredS = sub( s, float( 0.5 ) ); const centeredT = sub( t, float( 0.5 ) ); const radialDist = sqrt( add( mul( centeredS, centeredS ), mul( centeredT, centeredT ) ) ); const radialVal = clamp( mul( radialDist, float( 2 ) ), float( 0 ), float( 1 ) ); const circularAngle = add( div( mx_atan2( centeredT, centeredS ), float( Math.PI * 2 ) ), float( 0.5 ) ); const boxVal = clamp( mul( max( abs( centeredS ), abs( centeredT ) ), float( 2 ) ), float( 0 ), float( 1 ) ); const typeDistanceToRadial = abs( sub( rampTypeFloat, float( 1 ) ) ); const typeDistanceToCircular = abs( sub( rampTypeFloat, float( 2 ) ) ); const typeDistanceToBox = abs( sub( rampTypeFloat, float( 3 ) ) ); const useRadial = sub( float( 1 ), step( float( 0.5 ), typeDistanceToRadial ) ); const useCircular = sub( float( 1 ), step( float( 0.5 ), typeDistanceToCircular ) ); const useBox = sub( float( 1 ), step( float( 0.5 ), typeDistanceToBox ) ); const afterRadial = mix( s, radialVal, useRadial ); const afterCircular = mix( afterRadial, circularAngle, useCircular ); const rampX = mix( afterCircular, boxVal, useBox ); const intervals = []; const colors = []; for ( let i = 0; i < 10; i += 1 ) { const intervalInput = rest[ i * 2 ]; const colorInput = rest[ i * 2 + 1 ]; intervals.push( intervalInput ?? float( i <= 1 ? i : 1 ) ); colors.push( colorInput ?? vec4( i === 0 ? 0 : 1, i === 0 ? 0 : 1, i === 0 ? 0 : 1, 1 ) ); } let result = colors[ 0 ]; for ( let i = 0; i < 9; i += 1 ) { const iv1 = intervals[ i ]; const iv2 = intervals[ i + 1 ]; const c1 = colors[ i ]; const c2 = colors[ i + 1 ]; const intNum = float( i + 1 ); const interpolated = mxRampSegment( rampX, c1, c2, iv1, iv2, interpolationFloat ); const withinInterval = mixColor4( result, interpolated, step( add( iv1, float( 1e-6 ) ), rampX ) ); result = mixColor4( withinInterval, result, step( numIntervalsFloat, intNum ) ); } return result; }; const defaultFloat = ( value ) => () => float( value ); const defaultInt = ( value ) => () => int( value ); const defaultBool = ( value ) => () => bool( value ); const defaultColor = ( r, g, b ) => () => color( r, g, b ); const defaultVec2 = ( x, y ) => () => vec2( x, y ); const defaultVec3 = ( x, y, z ) => () => vec3( x, y, z ); const defaultVec4 = ( x, y, z, w ) => () => vec4( x, y, z, w ); const usesVec2Noise = ( nodeX ) => nodeX && nodeX.type === 'vector2'; const usesVec3Noise = ( nodeX ) => nodeX && ( nodeX.type === 'vector3' || nodeX.type === 'color3' ); const mx_noise_materialx = ( texcoord, amplitude, pivot, nodeX ) => usesVec3Noise( nodeX ) ? mx_noise_vec3( texcoord, vec3( amplitude ), pivot ) : mx_noise_float( texcoord, amplitude, pivot ); const mx_fractal_noise_materialx_2d = ( texcoord, octaves, lacunarity, diminish, amplitude, nodeX ) => usesVec3Noise( nodeX ) ? mx_fractal_noise_vec3_materialx_2d( texcoord, octaves, lacunarity, diminish, amplitude ) : mx_fractal_noise_float_materialx_2d( texcoord, octaves, lacunarity, diminish, amplitude ); const mx_fractal_noise_materialx_3d = ( position, octaves, lacunarity, diminish, amplitude, nodeX ) => usesVec3Noise( nodeX ) ? mx_fractal_noise_vec3( position, octaves, lacunarity, diminish, vec3( amplitude ) ) : mx_fractal_noise_float( position, octaves, lacunarity, diminish, amplitude ); const mx_cell_noise_materialx = ( position, nodeX ) => usesVec3Noise( nodeX ) ? mx_cell_noise_vec3( position ) : mx_cell_noise_float( position ); const mx_worley_noise_vec2_style = ( position, jitter, style ) => { const result = mx_worley_noise_vec3_style( position, jitter, style, 0 ); return vec2( element( result, 0 ), element( result, 1 ) ); }; const mx_worley_noise_materialx_2d = ( texcoord, jitter, style, nodeX ) => usesVec3Noise( nodeX ) ? mx_worley_noise_vec3_style( texcoord, jitter, style, 0 ) : usesVec2Noise( nodeX ) ? mx_worley_noise_vec2_style( texcoord, jitter, style ) : mx_worley_noise_float_2d( texcoord, jitter, style ); const mx_worley_noise_materialx_3d = ( position, jitter, style, nodeX ) => usesVec3Noise( nodeX ) ? mx_worley_noise_vec3_style( position, jitter, style, 0 ) : usesVec2Noise( nodeX ) ? mx_worley_noise_vec2_style( position, jitter, style ) : mx_worley_noise_float_3d( position, jitter, style ); const mx_fractal_noise_float_materialx_2d = Fn( ( [ texcoordInput, octavesInput, lacunarityInput, diminishInput, amplitudeInput ] ) => { const texcoord = vec2( texcoordInput ).toVar(); const octaves = int( octavesInput ).toVar(); const lacunarity = float( lacunarityInput ).toVar(); const diminish = float( diminishInput ).toVar(); const amplitude = float( amplitudeInput ).toVar(); const result = float( 0 ).toVar(); const octaveAmplitude = float( 1 ).toVar(); Loop( octaves, () => { result.addAssign( mul( octaveAmplitude, mx_noise_float( texcoord, float( 1 ), float( 0 ) ) ) ); octaveAmplitude.mulAssign( diminish ); texcoord.mulAssign( lacunarity ); } ); return mul( result, amplitude ); } ); const mx_fractal_noise_vec3_materialx_2d = Fn( ( [ texcoordInput, octavesInput, lacunarityInput, diminishInput, amplitudeInput ] ) => { const texcoord = vec2( texcoordInput ).toVar(); const octaves = int( octavesInput ).toVar(); const lacunarity = float( lacunarityInput ).toVar(); const diminish = float( diminishInput ).toVar(); const amplitude = vec3( amplitudeInput ).toVar(); const result = vec3( 0 ).toVar(); const octaveAmplitude = float( 1 ).toVar(); Loop( octaves, () => { result.addAssign( mul( octaveAmplitude, mx_noise_vec3( texcoord, vec3( 1 ), float( 0 ) ) ) ); octaveAmplitude.mulAssign( diminish ); texcoord.mulAssign( lacunarity ); } ); return mul( result, amplitude ); } ); const MXElements = [ createMXElement( 'add', add, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 0 ) } ), createMXElement( 'subtract', sub, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 0 ) } ), createMXElement( 'multiply', mul, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 1 ) } ), createMXElement( 'divide', div, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 1 ) } ), createMXElement( 'modulo', mx_modulo, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 1 ) } ), createMXElement( 'absval', abs, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'sign', sign, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'floor', floor, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'ceil', ceil, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'round', round, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'power', pow, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 1 ) } ), createMXElement( 'sin', sin, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'cos', cos, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'tan', tan, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'asin', asin, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'acos', acos, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'atan2', mx_atan2, [ 'iny', 'inx' ], { iny: defaultFloat( 0 ), inx: defaultFloat( 1 ) } ), createMXElement( 'sqrt', sqrt, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'ln', log, [ 'in' ], { in: defaultFloat( 1 ) } ), createMXElement( 'exp', exp, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'fract', fract, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'clamp', clamp, [ 'in', 'low', 'high' ], { in: defaultFloat( 0 ), low: defaultFloat( 0 ), high: defaultFloat( 1 ), } ), createMXElement( 'min', min, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 0 ) } ), createMXElement( 'max', max, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 0 ) } ), createMXElement( 'normalize', normalize, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'magnitude', length, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'length', length, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'dot', mx_dot, [ 'in' ], { in: defaultFloat( 0 ) } ), createMXElement( 'dotproduct', dot, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 0 ) } ), createMXElement( 'viewdirection', mx_viewdirection, [ 'space' ], { space: () => 'world' } ), createMXElement( 'crossproduct', cross, [ 'in1', 'in2' ], { in1: defaultVec3( 0, 0, 0 ), in2: defaultVec3( 0, 0, 0 ) } ), createMXElement( 'distance', distance, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 0 ) } ), createMXElement( 'invert', mx_invert, [ 'in', 'amount' ], { in: defaultFloat( 0 ), amount: defaultFloat( 1 ) } ), createMXElement( 'transformmatrix', mul, [ 'in', 'mat' ], { in: defaultFloat( 0 ) } ), createMXElement( 'transformnormal', mx_transformnormal, [ 'in', 'fromspace', 'tospace' ], { in: defaultVec3( 0, 0, 1 ), fromspace: () => 'world', tospace: () => 'world', } ), createMXElement( 'transformpoint', mx_transformpoint, [ 'in', 'fromspace', 'tospace' ], { in: defaultVec3( 0, 0, 0 ), fromspace: () => 'world', tospace: () => 'world', } ), createMXElement( 'transformvector', mx_transformvector, [ 'in', 'fromspace', 'tospace' ], { in: defaultVec3( 0, 0, 0 ), fromspace: () => 'world', tospace: () => 'world', } ), createMXElement( 'normalmap', mx_normalmap, [ 'in', 'scale', 'normal', 'tangent', 'bitangent' ], { in: defaultVec3( 0.5, 0.5, 1.0 ), scale: defaultFloat( 1 ), normal: () => normalWorld, tangent: () => tangentWorld, bitangent: () => bitangentWorld, } ), createMXElement( 'transpose', transpose, [ 'in' ] ), createMXElement( 'determinant', determinant, [ 'in' ] ), createMXElement( 'invertmatrix', inverse, [ 'in' ] ), createMXElement( 'creatematrix', mat3, [ 'in1', 'in2', 'in3' ], { in1: defaultVec3( 1, 0, 0 ), in2: defaultVec3( 0, 1, 0 ), in3: defaultVec3( 0, 0, 1 ), } ), createMXElement( 'remap', remap, [ 'in', 'inlow', 'inhigh', 'outlow', 'outhigh' ], { in: defaultFloat( 0 ), inlow: defaultFloat( 0 ), inhigh: defaultFloat( 1 ), outlow: defaultFloat( 0 ), outhigh: defaultFloat( 1 ), } ), createMXElement( 'range', mx_range, [ 'in', 'inlow', 'inhigh', 'outlow', 'outhigh', 'gamma' ], { in: defaultFloat( 0 ), inlow: defaultFloat( 0 ), inhigh: defaultFloat( 1 ), outlow: defaultFloat( 0 ), outhigh: defaultFloat( 1 ), gamma: defaultFloat( 1 ), } ), createMXElement( 'open_pbr_anisotropy', mx_open_pbr_anisotropy, [ 'roughness', 'anisotropy' ], { roughness: defaultFloat( 0 ), anisotropy: defaultFloat( 0 ), } ), createMXElement( 'smoothstep', mx_smoothstep, [ 'in', 'low', 'high' ], { in: defaultFloat( 0 ), low: defaultFloat( 0 ), high: defaultFloat( 1 ), } ), createMXElement( 'luminance', luminance, [ 'in', 'lumacoeffs' ], { in: defaultColor( 0, 0, 0 ), lumacoeffs: defaultColor( 0.2722287, 0.6740818, 0.0536895 ), } ), createMXElement( 'rgbtohsv', mx_rgbtohsv, [ 'in' ], { in: defaultColor( 0, 0, 0 ) } ), createMXElement( 'hsvtorgb', mx_hsvtorgb, [ 'in' ], { in: defaultColor( 0, 0, 0 ) } ), createMXElement( 'mix', mix, [ 'bg', 'fg', 'mix' ], { bg: defaultFloat( 0 ), fg: defaultFloat( 0 ), mix: defaultFloat( 0 ) } ), createMXElement( 'minus', mx_minus, [ 'fg', 'bg', 'mix' ], { fg: defaultFloat( 0 ), bg: defaultFloat( 0 ), mix: defaultFloat( 1 ), } ), createMXElement( 'difference', mx_difference, [ 'fg', 'bg', 'mix' ], { fg: defaultFloat( 0 ), bg: defaultFloat( 0 ), mix: defaultFloat( 1 ), } ), createMXElement( 'screen', mx_screen, [ 'fg', 'bg', 'mix' ], { fg: defaultFloat( 0 ), bg: defaultFloat( 0 ), mix: defaultFloat( 1 ), } ), createMXElement( 'overlay', mx_overlay, [ 'fg', 'bg', 'mix' ], { fg: defaultFloat( 0 ), bg: defaultFloat( 0 ), mix: defaultFloat( 1 ), } ), createMXElement( 'burn', mx_burn, [ 'fg', 'bg', 'mix' ], { fg: defaultFloat( 0 ), bg: defaultFloat( 0 ), mix: defaultFloat( 1 ), } ), createMXElement( 'dodge', mx_dodge, [ 'fg', 'bg', 'mix' ], { fg: defaultFloat( 0 ), bg: defaultFloat( 0 ), mix: defaultFloat( 1 ), } ), createMXElement( 'colorcorrect', mx_colorcorrect, [ 'in', 'hue', 'saturation', 'gamma', 'lift', 'gain', 'contrast', 'contrastpivot', 'exposure' ], { in: defaultColor( 1, 1, 1 ), hue: defaultFloat( 0 ), saturation: defaultFloat( 1 ), gamma: defaultFloat( 1 ), lift: defaultFloat( 0 ), gain: defaultFloat( 1 ), contrast: defaultFloat( 1 ), contrastpivot: defaultFloat( 0.5 ), exposure: defaultFloat( 0 ), }, ), createMXElement( 'unpremult', mx_unpremult, [ 'in' ], { in: defaultVec4( 0, 0, 0, 1 ) } ), createMXElement( 'combine2', vec2, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 0 ) } ), createMXElement( 'combine3', vec3, [ 'in1', 'in2', 'in3' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 0 ), in3: defaultFloat( 0 ), } ), createMXElement( 'combine4', vec4, [ 'in1', 'in2', 'in3', 'in4' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 0 ), in3: defaultFloat( 0 ), in4: defaultFloat( 0 ), } ), createMXElement( 'ramplr', mx_ramplr, [ 'valuel', 'valuer', 'texcoord' ], { valuel: defaultFloat( 0 ), valuer: defaultFloat( 0 ), } ), createMXElement( 'ramptb', mx_ramptb, [ 'valueb', 'valuet', 'texcoord' ], { valueb: defaultFloat( 0 ), valuet: defaultFloat( 0 ), } ), createMXElement( 'ramp4', mx_ramp4, [ 'valuetl', 'valuetr', 'valuebl', 'valuebr', 'texcoord' ], { valuetl: defaultColor( 0, 0, 0 ), valuetr: defaultColor( 0, 0, 0 ), valuebl: defaultColor( 0, 0, 0 ), valuebr: defaultColor( 0, 0, 0 ), texcoord: defaultVec2( 0, 0 ), } ), createMXElement( 'ramp_gradient', mx_ramp_gradient, [ 'x', 'interval1', 'interval2', 'color1', 'color2', 'interpolation', 'prev_color', 'interval_num', 'num_intervals' ], { x: defaultFloat( 0 ), interval1: defaultFloat( 0 ), interval2: defaultFloat( 1 ), color1: defaultVec4( 0, 0, 0, 1 ), color2: defaultVec4( 1, 1, 1, 1 ), interpolation: defaultFloat( 1 ), prev_color: defaultVec4( 0, 0, 0, 1 ), interval_num: defaultFloat( 1 ), num_intervals: defaultFloat( 2 ), }, ), createMXElement( 'ramp', mx_ramp, [ 'texcoord', 'type', 'interpolation', 'num_intervals', 'interval1', 'color1', 'interval2', 'color2', 'interval3', 'color3', 'interval4', 'color4', 'interval5', 'color5', 'interval6', 'color6', 'interval7', 'color7', 'interval8', 'color8', 'interval9', 'color9', 'interval10', 'color10', ], { texcoord: defaultVec2( 0, 0 ), type: defaultFloat( 0 ), interpolation: defaultFloat( 1 ), num_intervals: defaultFloat( 2 ), interval1: defaultFloat( 0 ), color1: defaultVec4( 0, 0, 0, 1 ), interval2: defaultFloat( 1 ), color2: defaultVec4( 1, 1, 1, 1 ), interval3: defaultFloat( 1 ), color3: defaultVec4( 1, 1, 1, 1 ), interval4: defaultFloat( 1 ), color4: defaultVec4( 1, 1, 1, 1 ), interval5: defaultFloat( 1 ), color5: defaultVec4( 1, 1, 1, 1 ), interval6: defaultFloat( 1 ), color6: defaultVec4( 1, 1, 1, 1 ), interval7: defaultFloat( 1 ), color7: defaultVec4( 1, 1, 1, 1 ), interval8: defaultFloat( 1 ), color8: defaultVec4( 1, 1, 1, 1 ), interval9: defaultFloat( 1 ), color9: defaultVec4( 1, 1, 1, 1 ), interval10: defaultFloat( 1 ), color10: defaultVec4( 1, 1, 1, 1 ), }, ), createMXElement( 'splitlr', mx_splitlr, [ 'valuel', 'valuer', 'center', 'texcoord' ], { valuel: defaultFloat( 0 ), valuer: defaultFloat( 0 ), center: defaultFloat( 0.5 ), } ), createMXElement( 'splittb', mx_splittb, [ 'valueb', 'valuet', 'center', 'texcoord' ], { valueb: defaultFloat( 0 ), valuet: defaultFloat( 0 ), center: defaultFloat( 0.5 ), } ), createMXElement( 'noise2d', mx_noise_materialx, [ 'texcoord', 'amplitude', 'pivot' ], { texcoord: defaultVec2( 0, 0 ), amplitude: defaultFloat( 1 ), pivot: defaultFloat( 0 ), }, true ), createMXElement( 'noise3d', mx_noise_materialx, [ 'position', 'amplitude', 'pivot' ], { position: () => positionLocal, amplitude: defaultFloat( 1 ), pivot: defaultFloat( 0 ), }, true ), createMXElement( 'fractal2d', mx_fractal_noise_materialx_2d, [ 'texcoord', 'octaves', 'lacunarity', 'diminish', 'amplitude' ], { texcoord: defaultVec2( 0, 0 ), octaves: defaultInt( 3 ), lacunarity: defaultFloat( 2.0 ), diminish: defaultFloat( 0.5 ), amplitude: defaultFloat( 1.0 ), }, true ), createMXElement( 'fractal3d', mx_fractal_noise_materialx_3d, [ 'position', 'octaves', 'lacunarity', 'diminish', 'amplitude' ], { position: () => positionLocal, octaves: defaultInt( 3 ), lacunarity: defaultFloat( 2.0 ), diminish: defaultFloat( 0.5 ), amplitude: defaultFloat( 1.0 ), }, true ), createMXElement( 'cellnoise2d', mx_cell_noise_materialx, [ 'texcoord' ], { texcoord: defaultVec2( 0, 0 ) }, true ), createMXElement( 'cellnoise3d', mx_cell_noise_materialx, [ 'position' ], { position: () => positionLocal }, true ), createMXElement( 'worleynoise2d', mx_worley_noise_materialx_2d, [ 'texcoord', 'jitter', 'style' ], { texcoord: defaultVec2( 0, 0 ), jitter: defaultFloat( 1 ), style: defaultInt( 0 ), }, true ), createMXElement( 'worleynoise3d', mx_worley_noise_materialx_3d, [ 'position', 'jitter', 'style' ], { position: () => positionLocal, jitter: defaultFloat( 1 ), style: defaultInt( 0 ), }, true ), createMXElement( 'unifiednoise2d', mx_unifiednoise2d, [ 'type', 'texcoord', 'freq', 'offset', 'jitter', 'outmin', 'outmax', 'clampoutput', 'octaves', 'lacunarity', 'diminish', 'style', ], { type: defaultInt( 0 ), texcoord: defaultVec2( 0, 0 ), freq: defaultVec2( 1, 1 ), offset: defaultVec2( 0, 0 ), jitter: defaultFloat( 1 ), outmin: defaultFloat( 0 ), outmax: defaultFloat( 1 ), clampoutput: defaultBool( true ), octaves: defaultInt( 3 ), lacunarity: defaultFloat( 2 ), diminish: defaultFloat( 0.5 ), style: defaultInt( 0 ), }, ), createMXElement( 'unifiednoise3d', mx_unifiednoise3d, [ 'type', 'position', 'freq', 'offset', 'jitter', 'outmin', 'outmax', 'clampoutput', 'octaves', 'lacunarity', 'diminish', 'style', ], { type: defaultInt( 0 ), position: () => positionLocal, freq: defaultVec3( 1, 1, 1 ), offset: defaultVec3( 0, 0, 0 ), jitter: defaultFloat( 1 ), outmin: defaultFloat( 0 ), outmax: defaultFloat( 1 ), clampoutput: defaultBool( true ), octaves: defaultInt( 3 ), lacunarity: defaultFloat( 2 ), diminish: defaultFloat( 0.5 ), style: defaultInt( 0 ), }, ), createMXElement( 'place2d', mx_place2d, [ 'texcoord', 'pivot', 'scale', 'rotate', 'offset', 'operationorder' ], { texcoord: defaultVec2( 0, 0 ), pivot: defaultVec2( 0, 0 ), scale: defaultVec2( 1, 1 ), rotate: defaultFloat( 0 ), offset: defaultVec2( 0, 0 ), operationorder: defaultInt( 0 ), } ), createMXElement( 'safepower', mx_safepower, [ 'in1', 'in2' ], { in1: defaultFloat( 0 ), in2: defaultFloat( 1 ) } ), createMXElement( 'contrast', mx_contrast, [ 'in', 'amount', 'pivot' ], { in: defaultFloat( 0 ), amount: defaultFloat( 1 ), pivot: defaultFloat( 0.5 ), } ), createMXElement( 'saturate', mx_saturation, [ 'in', 'amount' ], { in: defaultColor( 0, 0, 0 ), amount: defaultFloat( 1 ) } ), createMXElement( 'extract', element, [ 'in', 'index' ], { in: defaultFloat( 0 ), index: defaultInt( 0 ) } ), createMXElement( 'separate2', element, [ 'in' ], { in: defaultVec2( 0, 0 ) } ), createMXElement( 'separate3', element, [ 'in' ], { in: defaultVec3( 0, 0, 0 ) } ), createMXElement( 'separate4', element, [ 'in' ], { in: defaultVec4( 0, 0, 0, 0 ) } ), createMXElement( 'reflect', reflect, [ 'in', 'normal' ], { in: defaultVec3( 1, 0, 0 ) } ), createMXElement( 'refract', refract, [ 'in', 'normal', 'ior' ], { in: defaultVec3( 1, 0, 0 ), ior: defaultFloat( 1 ) } ), createMXElement( 'time', mx_timer ), createMXElement( 'frame', mx_frame ), createMXElement( 'ifgreater', mx_ifgreater, [ 'value1', 'value2', 'in1', 'in2' ], { value1: defaultFloat( 1 ), value2: defaultFloat( 0 ), in1: defaultFloat( 0 ), in2: defaultFloat( 0 ), } ), createMXElement( 'ifgreatereq', mx_ifgreatereq, [ 'value1', 'value2', 'in1', 'in2' ], { value1: defaultFloat( 1 ), value2: defaultFloat( 0 ), in1: defaultFloat( 0 ), in2: defaultFloat( 0 ), } ), createMXElement( 'ifequal', mx_ifequal, [ 'value1', 'value2', 'in1', 'in2' ], { value1: defaultFloat( 0 ), value2: defaultFloat( 0 ), in1: defaultFloat( 0 ), in2: defaultFloat( 0 ), } ), createMXElement( 'rotate2d', mx_rotate2d, [ 'in', 'amount' ], { in: defaultVec2( 0, 0 ), amount: defaultFloat( 0 ) } ), createMXElement( 'rotate3d', mx_rotate3d, [ 'in', 'amount', 'axis' ], { in: defaultVec3( 0, 0, 0 ), amount: defaultFloat( 0 ), axis: defaultVec3( 0, 1, 0 ), } ), createMXElement( 'heighttonormal', mx_heighttonormal, [ 'in', 'scale', 'texcoord' ], { in: defaultFloat( 0 ), scale: defaultFloat( 1 ), } ), createMXElement( 'and', mx_and, [ 'in1', 'in2' ], { in1: defaultBool( false ), in2: defaultBool( false ) } ), createMXElement( 'or', mx_or, [ 'in1', 'in2' ], { in1: defaultBool( false ), in2: defaultBool( false ) } ), createMXElement( 'xor', mx_xor, [ 'in1', 'in2' ], { in1: defaultBool( false ), in2: defaultBool( false ) } ), createMXElement( 'not', mx_not, [ 'in' ], { in: defaultBool( false ) } ), createMXElement( 'checkerboard', mx_checkerboard, [ 'color1', 'color2', 'uvtiling', 'uvoffset', 'texcoord' ], { color1: defaultColor( 1, 1, 1 ), color2: defaultColor( 0, 0, 0 ), uvtiling: defaultVec2( 8, 8 ), uvoffset: defaultVec2( 0, 0 ), texcoord: defaultVec2( 0, 0 ), } ), createMXElement( 'circle', mx_circle, [ 'texcoord', 'center', 'radius' ], { center: defaultVec2( 0, 0 ), radius: defaultFloat( 0.5 ), } ), createMXElement( 'bump', mx_bump, [ 'height', 'scale', 'normal', 'tangent', 'bitangent' ], { height: defaultFloat( 0 ), scale: defaultFloat( 1 ), normal: () => normalWorld, tangent: () => tangentWorld, bitangent: () => bitangentWorld, } ), createMXElement( 'blackbody', mx_blackbody, [ 'temperature' ], { temperature: defaultFloat( 5000 ) } ), ]; const MtlXLibrary = Object.fromEntries( MXElements.map( ( entry ) => [ entry.name, entry ] ) ); export { MtlXLibrary };