diff --git a/examples/js/nodes/math/Math1Node.js b/examples/js/nodes/math/Math1Node.js index 5d76fefea80b8ca997327ac7c0bd5f262393e542..9dd2c2a5378af14b79429ff21d2c1cbc4f7d35a8 100644 --- a/examples/js/nodes/math/Math1Node.js +++ b/examples/js/nodes/math/Math1Node.js @@ -26,7 +26,7 @@ Math1Node.FLOOR = 'floor'; Math1Node.CEIL = 'ceil'; Math1Node.NORMALIZE = 'normalize'; Math1Node.FRACT = 'fract'; -Math1Node.SAT = 'saturate'; +Math1Node.SATURATE = 'saturate'; Math1Node.SIN = 'sin'; Math1Node.COS = 'cos'; Math1Node.TAN = 'tan'; diff --git a/examples/js/nodes/math/Math3Node.js b/examples/js/nodes/math/Math3Node.js index 6a9f295d8875239ca907c8ad1506e4f570d294e0..5bc866146fe38adab12a7972f5238b2c423040fd 100644 --- a/examples/js/nodes/math/Math3Node.js +++ b/examples/js/nodes/math/Math3Node.js @@ -17,6 +17,7 @@ function Math3Node( a, b, c, method ) { } Math3Node.MIX = 'mix'; +Math3Node.CLAMP = 'clamp'; Math3Node.REFRACT = 'refract'; Math3Node.SMOOTHSTEP = 'smoothstep'; Math3Node.FACEFORWARD = 'faceforward'; diff --git a/examples/webgl_materials_nodes.html b/examples/webgl_materials_nodes.html index 59ff82f1012c12b14774e53ff1c03c98b3261082..a08c6b237cf10feadfcbda2060a50980801fbc2c 100644 --- a/examples/webgl_materials_nodes.html +++ b/examples/webgl_materials_nodes.html @@ -1073,7 +1073,7 @@ mtl.color = new THREE.ColorNode( 0x3399FF ); mtl.environment = color; - mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT ); + mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SATURATE ); // GUI @@ -1209,7 +1209,7 @@ THREE.OperatorNode.ADD ); - var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT ); + var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SATURATE ); var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX ); @@ -1498,7 +1498,7 @@ var mask = new THREE.SwitchNode( worldNormal, 'y' ); // clamp0at1 - mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT ); + mask = new THREE.Math1Node( mask, THREE.Math1Node.SATURATE ); var timeOffset = new THREE.OperatorNode( time, @@ -1531,7 +1531,7 @@ var voronoiColors = new THREE.Math3Node( colorB, colorA, - new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp + new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SATURATE ), // mix needs clamp THREE.Math3Node.MIX ); @@ -1780,7 +1780,7 @@ THREE.OperatorNode.MUL ); - var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT ); + var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SATURATE ); var totalLight = new THREE.OperatorNode( directLight, @@ -1903,7 +1903,7 @@ THREE.Math3Node.SMOOTHSTEP ); - var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT ); + var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SATURATE ), THREE.Math1Node.INVERT ); // APPLY @@ -2550,7 +2550,7 @@ THREE.Math3Node.SMOOTHSTEP ); - var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SAT ); + var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SATURATE ); var frontColor, backColor;