@@ -7513,6 +7513,89 @@ <h3 class="name name-method" id="quadSwapY" translate="no">.<a href="#quadSwapY"
75137513 < dt class ="tag-returns "> < strong > Returns:</ strong > The value received from the swap operation.</ dt >
75147514 </ dl >
75157515 </ div >
7516+ < h3 class ="name name-method " id ="radialBlur " translate ="no "> .< a href ="#radialBlur "> radialBlur</ a > < span class ="signature "> ( textureNode : < span class ="param-type "> < a href ="Node.html "> Node</ a > .<vec4> </ span > , options : < span class ="param-type "> Object</ span > )</ span > < span class ="type-signature "> : < a href ="Node.html "> Node</ a > .<vec4> </ span > </ h3 >
7517+ < div class ="method ">
7518+ < div class ="description ">
7519+ < p > This TSL function blurs an image in a circular pattern, radiating from a configurable center point in screen space.</ p >
7520+ < p > Radial blurs can be used for different kind of effects like producing simple faked lighting effects also known as
7521+ "light shafts". The major limitation of this specific usage is the center point can only be defined in 2D so the
7522+ effect does not honor the depth of 3D objects. Consequently, it is not intended for physically correct lit scenes.</ p >
7523+ </ div >
7524+ < table class ="params ">
7525+ < tbody >
7526+ < tr >
7527+ < td class ="name ">
7528+ < strong > textureNode</ strong >
7529+ </ td >
7530+ < td class ="description last ">
7531+ < p > The texture node that should be blurred.</ p >
7532+ </ td >
7533+ </ tr >
7534+ < tr >
7535+ < td class ="name ">
7536+ < strong > options</ strong >
7537+ </ td >
7538+ < td class ="description last ">
7539+ < p > Additional options for the radial blur effect.</ p >
7540+ < p > Default is < code > {}</ code > .</ p >
7541+ < table class ="params ">
7542+ < tbody >
7543+ < tr >
7544+ < td class ="name ">
7545+ < strong > center</ strong >
7546+ </ td >
7547+ < td class ="description last ">
7548+ < p > The center of the light in screen uvs.</ p >
7549+ < p > Default is < code > vec2(0.5, 0.5)</ code > .</ p >
7550+ </ td >
7551+ </ tr >
7552+ < tr >
7553+ < td class ="name ">
7554+ < strong > weight</ strong >
7555+ </ td >
7556+ < td class ="description last ">
7557+ < p > Base weight factor for each sample in the range < code > [0,1]</ code > .</ p >
7558+ < p > Default is < code > float(0.9)</ code > .</ p >
7559+ </ td >
7560+ </ tr >
7561+ < tr >
7562+ < td class ="name ">
7563+ < strong > decay</ strong >
7564+ </ td >
7565+ < td class ="description last ">
7566+ < p > Decreases the weight factor so each iteration adds less to the sum. Must be in the range < code > [0,1]</ code > .
7567+ If you increase the sample count, you have to increase this option as well to avoid a darking effect.</ p >
7568+ < p > Default is < code > float(0.95)</ code > .</ p >
7569+ </ td >
7570+ </ tr >
7571+ < tr >
7572+ < td class ="name ">
7573+ < strong > count</ strong >
7574+ </ td >
7575+ < td class ="description last ">
7576+ < p > The number if iterations. Should be in the range < code > [16,64]</ code > .</ p >
7577+ < p > Default is < code > int(32)</ code > .</ p >
7578+ </ td >
7579+ </ tr >
7580+ < tr >
7581+ < td class ="name ">
7582+ < strong > exposure</ strong >
7583+ </ td >
7584+ < td class ="description last ">
7585+ < p > Exposure control of the blur.</ p >
7586+ < p > Default is < code > float(5)</ code > .</ p >
7587+ </ td >
7588+ </ tr >
7589+ </ tbody >
7590+ </ table >
7591+ </ td >
7592+ </ tr >
7593+ </ tbody >
7594+ </ table >
7595+ < dl class ="details ">
7596+ < dt class ="tag-returns "> < strong > Returns:</ strong > The blurred texture node.</ dt >
7597+ </ dl >
7598+ </ div >
75167599 < h3 class ="name name-method " id ="radians " translate ="no "> .< a href ="#radians "> radians</ a > < span class ="signature "> ( x : < span class ="param-type "> < a href ="Node.html "> Node</ a > | number</ span > )</ span > < span class ="type-signature "> : < a href ="Node.html "> Node</ a > </ span > </ h3 >
75177600 < div class ="method ">
75187601 < div class ="description ">
@@ -11011,6 +11094,28 @@ <h3 class="name name-method" id="uniformTexture" translate="no">.<a href="#unifo
1101111094 </ tbody >
1101211095 </ table >
1101311096 </ div >
11097+ < h3 class ="name name-method " id ="unpackNormal " translate ="no "> .< a href ="#unpackNormal "> unpackNormal</ a > < span class ="signature "> ( xy : < span class ="param-type "> < a href ="Node.html "> Node</ a > .<vec2> </ span > )</ span > < span class ="type-signature "> : < a href ="Node.html "> Node</ a > .<vec3> </ span > </ h3 >
11098+ < div class ="method ">
11099+ < div class ="description ">
11100+ < p > Unpacks a tangent space normal, reconstructing the Z component by projecting the X,Y coordinates onto the hemisphere.
11101+ The X,Y coordinates are expected to be in the [-1, 1] range.</ p >
11102+ </ div >
11103+ < table class ="params ">
11104+ < tbody >
11105+ < tr >
11106+ < td class ="name ">
11107+ < strong > xy</ strong >
11108+ </ td >
11109+ < td class ="description last ">
11110+ < p > The X,Y coordinates of the normal.</ p >
11111+ </ td >
11112+ </ tr >
11113+ </ tbody >
11114+ </ table >
11115+ < dl class ="details ">
11116+ < dt class ="tag-returns "> < strong > Returns:</ strong > The resulting normal.</ dt >
11117+ </ dl >
11118+ </ div >
1101411119 < h3 class ="name name-method " id ="unpremultiplyAlpha " translate ="no "> .< a href ="#unpremultiplyAlpha "> unpremultiplyAlpha</ a > < span class ="signature "> ( color : < span class ="param-type "> < a href ="Node.html "> Node</ a > .<vec4> </ span > )</ span > < span class ="type-signature "> : < a href ="Node.html "> Node</ a > .<vec4> </ span > </ h3 >
1101511120 < div class ="method ">
1101611121 < div class ="description ">
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