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Docs: Simplify JSDoc. (#30443)
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* Docs: Simplify JSDoc.

* Docs: Remove section from JSDoc config.
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Mugen87 authored Feb 1, 2025
1 parent d1c1340 commit 8540d9f
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/AfterImageNode.js
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import { RenderTarget, Vector2, QuadMesh, NodeMaterial, RendererUtils, TempNode, NodeUpdateType } from 'three/webgpu';
import { nodeObject, Fn, float, uv, texture, passTexture, uniform, sign, max, convertToTexture } from 'three/tsl';

/** @module AfterImageNode **/

const _size = /*@__PURE__*/ new Vector2();
const _quadMeshComp = /*@__PURE__*/ new QuadMesh();

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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/AnaglyphPassNode.js
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Expand Up @@ -2,8 +2,6 @@ import { Matrix3, NodeMaterial } from 'three/webgpu';
import { clamp, nodeObject, Fn, vec4, uv, uniform, max } from 'three/tsl';
import StereoCompositePassNode from './StereoCompositePassNode.js';

/** @module AnaglyphPassNode **/

/**
* A render pass node that creates an anaglyph effect.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/AnamorphicNode.js
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import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils } from 'three/webgpu';
import { nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, convertToTexture, vec2, vec3, Loop, mix, luminance } from 'three/tsl';

/** @module AnamorphicNode **/

const _quadMesh = /*@__PURE__*/ new QuadMesh();

let _rendererState;
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/BleachBypass.js
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import { float, Fn, vec3, vec4, min, max, mix, luminance } from 'three/tsl';

/** @module BleachBypass **/

/**
* Applies a bleach bypass effect to the given color node.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/BloomNode.js
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import { HalfFloatType, RenderTarget, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
import { nodeObject, Fn, float, uv, passTexture, uniform, Loop, texture, luminance, smoothstep, mix, vec4, uniformArray, add, int } from 'three/tsl';

/** @module BloomNode **/

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();

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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/DenoiseNode.js
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Expand Up @@ -2,8 +2,6 @@ import { DataTexture, RepeatWrapping, Vector2, Vector3, TempNode } from 'three/w
import { texture, getNormalFromDepth, getViewPosition, convertToTexture, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, luminance, vec2, vec3, vec4, uniformArray, int, dot, max, pow, abs, If, textureSize, sin, cos, mat2, PI } from 'three/tsl';
import { SimplexNoise } from '../../math/SimplexNoise.js';

/** @module DenoiseNode **/

/**
* Post processing node for denoising data like raw screen-space ambient occlusion output.
* Denoise can noticeably improve the quality of ambient occlusion but also add quite some
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/DepthOfFieldNode.js
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import { TempNode, NodeUpdateType } from 'three/webgpu';
import { convertToTexture, nodeObject, Fn, uv, uniform, vec2, vec4, clamp } from 'three/tsl';

/** @module DepthOfFieldNode **/

/**
* Post processing node for creating depth of field (DOF) effect.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/DotScreenNode.js
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import { TempNode } from 'three/webgpu';
import { nodeObject, Fn, uv, uniform, vec2, vec3, sin, cos, add, vec4, screenSize } from 'three/tsl';

/** @module DotScreenNode **/

/**
* Post processing node for creating dot-screen effect.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/FXAANode.js
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import { Vector2, TempNode } from 'three/webgpu';
import { nodeObject, Fn, uniformArray, select, float, NodeUpdateType, uv, dot, clamp, uniform, convertToTexture, smoothstep, bool, vec2, vec3, If, Loop, max, min, Break, abs } from 'three/tsl';

/** @module FXAANode **/

/**
* Post processing node for applying FXAA. This node requires sRGB input
* so tone mapping and color space conversion must happen before the anti-aliasing.
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/FilmNode.js
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import { TempNode } from 'three/webgpu';
import { rand, Fn, fract, time, uv, clamp, mix, vec4, nodeProxy } from 'three/tsl';

/** @module FilmNode **/

/**
* Post processing node for creating a film grain effect.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/GTAONode.js
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import { DataTexture, RenderTarget, RepeatWrapping, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils } from 'three/webgpu';
import { reference, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getNormalFromDepth, getScreenPosition, getViewPosition, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, vec2, vec3, vec4, int, dot, max, pow, abs, If, textureSize, sin, cos, PI, texture, passTexture, mat3, add, normalize, mul, cross, div, mix, sqrt, sub, acos, clamp } from 'three/tsl';

/** @module GTAONode **/

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();

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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/GaussianBlurNode.js
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import { RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu';
import { nodeObject, Fn, If, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, mul } from 'three/tsl';

/** @module GaussianBlurNode **/

const _quadMesh = /*@__PURE__*/ new QuadMesh();

let _rendererState;
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/LensflareNode.js
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import { RenderTarget, Vector2, TempNode, NodeUpdateType, QuadMesh, RendererUtils, NodeMaterial } from 'three/webgpu';
import { convertToTexture, nodeObject, Fn, passTexture, uv, vec2, vec3, vec4, max, float, sub, int, Loop, fract, pow, distance } from 'three/tsl';

/** @module LensflareNode **/

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
let _rendererState;
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/Lut3DNode.js
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import { TempNode } from 'three/webgpu';
import { nodeObject, Fn, float, uniform, vec3, vec4, mix } from 'three/tsl';

/** @module Lut3DNode **/

/**
* A post processing node for color grading via lookup tables.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/MotionBlur.js
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import { Fn, float, uv, Loop, int } from 'three/tsl';

/** @module MotionBlur **/

/**
* Applies a motion blur effect to the given input node.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/OutlineNode.js
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import { DepthTexture, FloatType, RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
import { Loop, int, exp, min, float, mul, uv, vec2, vec3, Fn, textureSize, orthographicDepthToViewZ, screenUV, nodeObject, uniform, vec4, passTexture, texture, perspectiveDepthToViewZ, positionView, reference } from 'three/tsl';

/** @module OutlineNode **/

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
const _BLUR_DIRECTION_X = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/ParallaxBarrierPassNode.js
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Expand Up @@ -2,8 +2,6 @@ import { NodeMaterial } from 'three/webgpu';
import { nodeObject, Fn, vec4, uv, If, mod, screenCoordinate } from 'three/tsl';
import StereoCompositePassNode from './StereoCompositePassNode.js';

/** @module ParallaxBarrierPassNode **/

/**
* A render pass node that creates a parallax barrier effect.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/PixelationPassNode.js
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import { NearestFilter, Vector4, TempNode, NodeUpdateType, PassNode } from 'three/webgpu';
import { nodeObject, Fn, float, uv, uniform, convertToTexture, vec2, vec3, clamp, floor, dot, smoothstep, If, sign, step, mrt, output, normalView, property } from 'three/tsl';

/** @module PixelationPassNode **/

/**
* A inner node definition that implements the actual pixelation TSL code.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/RGBShiftNode.js
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import { TempNode } from 'three/webgpu';
import { nodeObject, Fn, uv, uniform, vec2, sin, cos, vec4, convertToTexture } from 'three/tsl';

/** @module RGBShiftNode **/

/**
* Post processing node for shifting/splitting RGB color channels. The effect
* separates color channels and offsets them from each other.
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/SMAANode.js
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import { HalfFloatType, LinearFilter, NearestFilter, RenderTarget, Texture, Vector2, QuadMesh, NodeMaterial, TempNode, RendererUtils } from 'three/webgpu';
import { abs, nodeObject, Fn, NodeUpdateType, uv, uniform, convertToTexture, varyingProperty, vec2, vec4, modelViewProjection, passTexture, max, step, dot, float, texture, If, Loop, int, Break, sqrt, sign, mix } from 'three/tsl';

/** @module SMAANode **/

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();

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4 changes: 1 addition & 3 deletions examples/jsm/tsl/display/SSAAPassNode.js
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import { AdditiveBlending, Color, Vector2, RendererUtils, PassNode, QuadMesh, NodeMaterial } from 'three/webgpu';
import { nodeObject, uniform, mrt, texture, getTextureIndex } from 'three/tsl';

/** @module SSAAPassNode **/

const _size = /*@__PURE__*/ new Vector2();

let _rendererState;
Expand All @@ -16,7 +14,7 @@ let _rendererState;
*
* Reference: {@link https://en.wikipedia.org/wiki/Supersampling}
*
* @augments module:PassNode~PassNode
* @augments PassNode
*/
class SSAAPassNode extends PassNode {

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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/SSRNode.js
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import { NearestFilter, RenderTarget, Vector2, RendererUtils, QuadMesh, TempNode, NodeMaterial, NodeUpdateType } from 'three/webgpu';
import { reference, viewZToPerspectiveDepth, logarithmicDepthToViewZ, getScreenPosition, getViewPosition, sqrt, mul, div, cross, float, Continue, Break, Loop, int, max, abs, sub, If, dot, reflect, normalize, screenCoordinate, nodeObject, Fn, passTexture, uv, uniform, perspectiveDepthToViewZ, orthographicDepthToViewZ, vec2, vec3, vec4 } from 'three/tsl';

/** @module SSRNode **/

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
let _rendererState;
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/Sepia.js
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import { dot, Fn, vec3, vec4 } from 'three/tsl';

/** @module Sepia **/

/**
* Applies a sepia effect to the given color node.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/SobelOperatorNode.js
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import { Vector2, TempNode, NodeUpdateType } from 'three/webgpu';
import { nodeObject, Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl';

/** @module SobelOperatorNode **/

/**
* Post processing node for detecting edges with a sobel filter.
* A sobel filter should be applied after tone mapping and output color
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2 changes: 1 addition & 1 deletion examples/jsm/tsl/display/StereoCompositePassNode.js
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Expand Up @@ -14,7 +14,7 @@ let _rendererState;
* anaglyph or parallax barrier.
*
* @abstract
* @augments module:PassNode~PassNode
* @augments PassNode
*/
class StereoCompositePassNode extends PassNode {

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4 changes: 1 addition & 3 deletions examples/jsm/tsl/display/StereoPassNode.js
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import { StereoCamera, Vector2, PassNode, RendererUtils } from 'three/webgpu';
import { nodeObject } from 'three/tsl';

/** @module StereoPassNode **/

const _size = /*@__PURE__*/ new Vector2();

let _rendererState;

/**
* A special render pass node that renders the scene as a stereoscopic image.
*
* @augments module:PassNode~PassNode
* @augments PassNode
*/
class StereoPassNode extends PassNode {

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4 changes: 1 addition & 3 deletions examples/jsm/tsl/display/TRAAPassNode.js
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import { Color, Vector2, NearestFilter, Matrix4, RendererUtils, PassNode, QuadMesh, NodeMaterial } from 'three/webgpu';
import { add, float, If, Loop, int, Fn, min, max, clamp, nodeObject, texture, uniform, uv, vec2, vec4, luminance } from 'three/tsl';

/** @module TRAAPassNode **/

const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();

Expand All @@ -18,7 +16,7 @@ let _rendererState;
* - {@link https://alextardif.com/TAA.html}
* - {@link https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/}
*
* @augments module:PassNode~PassNode
* @augments PassNode
*/
class TRAAPassNode extends PassNode {

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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/TransitionNode.js
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import { TempNode } from 'three/webgpu';
import { nodeObject, Fn, float, uv, convertToTexture, vec4, If, int, clamp, sub, mix } from 'three/tsl';

/** @module TransitionNode **/

/**
* Post processing node for creating a transition effect between scenes.
*
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2 changes: 0 additions & 2 deletions examples/jsm/tsl/display/hashBlur.js
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import { float, Fn, vec2, uv, sin, rand, degrees, cos, Loop, vec4 } from 'three/tsl';

/** @module HashBlur **/

/**
* Applies a hash blur effect to the given texture node.
*
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8 changes: 4 additions & 4 deletions src/materials/nodes/LineDashedNodeMaterial.js
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Expand Up @@ -55,7 +55,7 @@ class LineDashedNodeMaterial extends NodeMaterial {
* and define the offset with a node instead.
*
* If you don't want to overwrite the offset but modify the existing
* value instead, use {@link module:MaterialNode.materialLineDashOffset}.
* value instead, use {@link materialLineDashOffset}.
*
* @type {Node<float>?}
* @default null
Expand All @@ -68,7 +68,7 @@ class LineDashedNodeMaterial extends NodeMaterial {
* and define the scale with a node instead.
*
* If you don't want to overwrite the scale but modify the existing
* value instead, use {@link module:MaterialNode.materialLineScale}.
* value instead, use {@link materialLineScale}.
*
* @type {Node<float>?}
* @default null
Expand All @@ -81,7 +81,7 @@ class LineDashedNodeMaterial extends NodeMaterial {
* and define the dash size with a node instead.
*
* If you don't want to overwrite the dash size but modify the existing
* value instead, use {@link module:MaterialNode.materialLineDashSize}.
* value instead, use {@link materialLineDashSize}.
*
* @type {Node<float>?}
* @default null
Expand All @@ -94,7 +94,7 @@ class LineDashedNodeMaterial extends NodeMaterial {
* and define the gap size with a node instead.
*
* If you don't want to overwrite the gap size but modify the existing
* value instead, use {@link module:MaterialNode.materialLineGapSize}.
* value instead, use {@link materialLineGapSize}.
*
* @type {Node<float>?}
* @default null
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2 changes: 1 addition & 1 deletion src/materials/nodes/MeshBasicNodeMaterial.js
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Expand Up @@ -59,7 +59,7 @@ class MeshBasicNodeMaterial extends NodeMaterial {

/**
* Basic materials are not affected by normal and bump maps so we
* return by default {@link module:Normal.normalView}.
* return by default {@link normalView}.
*
* @return {Node<vec3>} The normal node.
*/
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4 changes: 2 additions & 2 deletions src/materials/nodes/MeshPhongNodeMaterial.js
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Expand Up @@ -54,7 +54,7 @@ class MeshPhongNodeMaterial extends NodeMaterial {
* and define the shininess with a node instead.
*
* If you don't want to overwrite the shininess but modify the existing
* value instead, use {@link module:MaterialNode.materialShininess}.
* value instead, use {@link materialShininess}.
*
* @type {Node<float>?}
* @default null
Expand All @@ -67,7 +67,7 @@ class MeshPhongNodeMaterial extends NodeMaterial {
* and define the specular color with a node instead.
*
* If you don't want to overwrite the specular color but modify the existing
* value instead, use {@link module:MaterialNode.materialSpecular}.
* value instead, use {@link materialSpecular}.
*
* @type {Node<vec3>?}
* @default null
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