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s-rigaudSamuel Rigaud
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Node: fix small typos (#30049)
Co-authored-by: Samuel Rigaud <[email protected]>
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13 files changed

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src/nodes/core/Node.js

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@@ -469,7 +469,7 @@ class Node extends EventDispatcher {
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/**
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* Represents the analyze stage which is the second step of the build process, see {@link Node#build} method.
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* This stage anaylzes the node hierarchy and ensures descendent nodes are built.
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* This stage analyzes the node hierarchy and ensures descendent nodes are built.
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*
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* @param {NodeBuilder} builder - The current node builder.
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*/

src/nodes/core/NodeBuilder.js

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@@ -794,7 +794,7 @@ class NodeBuilder {
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/**
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* Returns the native shader method name for a given generic name. E.g.
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* the method name `textureDimensions` matches the WGSL name but must be
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* resolved to `texureSize` in GLSL.
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* resolved to `textureSize` in GLSL.
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*
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* @abstract
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* @param {String} name - The method name to resolve.
@@ -972,7 +972,7 @@ class NodeBuilder {
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}
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/**
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* Returns thefragCoord input variable as a native shader string.
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* Returns the fragCoord input variable as a native shader string.
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*
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* @abstract
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* @return {String} The fragCoord shader string.
@@ -985,7 +985,7 @@ class NodeBuilder {
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/**
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* Whether to flip texture data along its vertical axis or not. WebGL needs
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* this method evalaute to `true`, WebGPU to `false`.
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* this method evaluate to `true`, WebGPU to `false`.
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*
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* @abstract
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* @return {Boolean} Whether to flip texture data along its vertical axis or not.
@@ -997,7 +997,7 @@ class NodeBuilder {
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}
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/**
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* Calling this mehod increases the usage count for the given node by one.
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* Calling this method increases the usage count for the given node by one.
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*
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* @param {Node} Node - The node to increase the usage count for.
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* @return {Number} The updated usage count.
@@ -1223,7 +1223,7 @@ class NodeBuilder {
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}
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/**
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* Returns the component type of a given texutre.
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* Returns the component type of a given texture.
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*
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* @param {Texture} texture - The texture.
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* @return {String} The component type.

src/nodes/core/PropertyNode.js

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@@ -3,7 +3,7 @@ import { nodeImmutable, nodeObject } from '../tsl/TSLCore.js';
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/**
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* This class represents a shader property. It can be used on
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* to explicitely define a property and assign a value to it.
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* to explicitly define a property and assign a value to it.
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*
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* ```js
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* const threshold = property( 'float', 'threshold' ).assign( THRESHOLD );

src/nodes/core/VarNode.js

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@@ -2,7 +2,7 @@ import Node from './Node.js';
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import { addMethodChaining, nodeProxy } from '../tsl/TSLCore.js';
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/**
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* Class for representing shader variables as nodes. Variables are create from
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* Class for representing shader variables as nodes. Variables are created from
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* existing nodes like the following:
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*
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* ```js
@@ -46,7 +46,7 @@ class VarNode extends Node {
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this.name = name;
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/**
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* `VarNonde` sets this property to `true` by default.
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* `VarNode` sets this property to `true` by default.
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*
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* @type {Boolean}
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* @default true

src/nodes/display/PassNode.js

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@@ -520,7 +520,7 @@ class PassNode extends TempNode {
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* Returns a linear depth node of this pass.
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*
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* @param {String} [name='depth'] - The output name to get the linear depth node for. In most cases the default `'depth'` can be used however the parameter exists for custom depth outputs.
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* @return {Node} The lienar depth node.
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* @return {Node} The linear depth node.
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*/
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getLinearDepthNode( name = 'depth' ) {
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src/nodes/display/ScreenNode.js

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@@ -36,7 +36,7 @@ class ScreenNode extends Node {
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* The node represents different metric depending on which scope is selected.
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*
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* - `ScreenNode.COORDINATE`: Window-relative coordinates of the current fragment according to WebGPU standards.
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* - `ScreenNode.VIEWPORT`: The current viewport defined as a four-dimnesional vector.
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* - `ScreenNode.VIEWPORT`: The current viewport defined as a four-dimensional vector.
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* - `ScreenNode.SIZE`: The dimensions of the current bound framebuffer.
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* - `ScreenNode.UV`: Normalized screen coordinates.
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*

src/nodes/display/ViewportDepthNode.js

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@@ -43,7 +43,7 @@ class ViewportDepthNode extends Node {
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/**
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* Can be used to define a custom depth value.
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* The propety is ignored in the `ViewportDepthNode.DEPTH` scope.
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* The property is ignored in the `ViewportDepthNode.DEPTH` scope.
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*
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* @type {Node}
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* @default null

src/nodes/fog/FogExp2Node.js

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@@ -20,7 +20,7 @@ class FogExp2Node extends FogNode {
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* Constructs a new exponential squared fog node.
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*
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* @param {Node} colorNode - Defines the color of the fog.
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* @param {Node} densityNode - Defines the fog densitiy.
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* @param {Node} densityNode - Defines the fog density.
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*/
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constructor( colorNode, densityNode ) {
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@@ -36,7 +36,7 @@ class FogExp2Node extends FogNode {
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this.isFogExp2Node = true;
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/**
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* Defines the fog densitiy.
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* Defines the fog density.
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*
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* @type {Node}
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*/

src/nodes/utils/ConvertNode.js

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@@ -42,7 +42,7 @@ class ConvertNode extends Node {
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}
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/**
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* This method is overwritten since the implementation tries to infere the best
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* This method is overwritten since the implementation tries to infer the best
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* matching type from the {@link ConvertNode#convertTo} property.
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*
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* @param {NodeBuilder} builder - The current node builder.

src/nodes/utils/CubeMapNode.js

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@@ -61,7 +61,7 @@ class CubeMapNode extends TempNode {
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/**
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* A default cube texture that acts as a placeholder.
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* It is used when the conversion from equirectangular to cube
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* map has not finished yet for a givent texture.
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* map has not finished yet for a given texture.
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*
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* @private
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* @type {CubeTexture}

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