Docs
r182
Docs
r182
Inputs & Accessors
Model/Object
modelViewMatrix
objectPosition
objectViewPosition
modelWorldMatrixInverse
mediumpModelViewMatrix
objectDirection
modelWorldMatrix
modelDirection
objectWorldMatrix
modelViewProjection
modelPosition
objectRadius
modelRadius
modelScale
highpModelNormalViewMatrix
modelViewPosition
objectScale
modelNormalMatrix
highpModelViewMatrix
General Input
subgroupExclusiveAdd
subgroupBroadcastFirst
PI2 (TWO_PI)
subgroupInclusiveAdd
inverse
mx_atan2
replaceDefaultUV
stepElement
Stack
EPSILON
intBitsToFloat
subgroupMul
mx_place2d
vogelDiskSample
OnBeforeObjectUpdate
subgroupShuffleXor
builtinAOContext
interleavedGradientNoise
uniformTexture
PI
subgroupExclusiveMul
subgroupInclusiveMul
scriptableValue
subgroupShuffle
mx_modulo
subgroupXor
mx_unifiednoise2d
mx_ifgreatereq
mx_ramp4
subgroupMax
subgroupBallot
subgroupElect
subgroupBroadcast
PI2
color
subgroupMin
mx_ifequal
builtinShadowContext
mx_rotate2d
vertexStage
textureLevel
mx_separate
mx_ifgreater
nodeObjectIntent
mx_timer
uniformFlow
subgroupShuffleUp
subgroupOr
uniform
builtin
mx_subtract
lightProjectionUV
textureBicubic
INFINITY
time
OnBeforeMaterialUpdate
userData
uniformArray
mx_unifiednoise3d
mx_transform_uv
HALF_PI
screenDPR
mx_frame
mx_divide
subgroupShuffleDown
mx_invert
uniformCubeTexture
materialReference
addMethodChaining
directionToFaceDirection
Lighting
lightPosition
lightTargetPosition
lightViewPosition
lightShadowMatrix
lightProjectionUV
Local/Transformed Coordinates
bentNormalView
tangentWorld
normalWorld
normalLocal
bitangentView
transformedBitangentView
positionWorld
shadowPositionWorld
bitangentWorld
transformedBentNormalView
transformedTangentView
clearcoatNormalView
transformedNormalView
positionViewDirection
positionView
positionLocal
transformedClearcoatNormalView
transformedTangentWorld
transformedNormalWorld
tangentView
normalView
positionWorldDirection
positionPrevious
normalViewGeometry
bitangentLocal
transformedBitangentWorld
normalWorldGeometry
Camera
cameraNormalMatrix
cameraProjectionMatrixInverse
cameraWorldMatrix
cameraPosition
cameraFar
cameraNear
cameraViewMatrix
cameraIndex
cameraProjectionMatrix
Material Property
anisotropyB
shininess
iridescenceIOR
materialIridescence
materialLineDashSize
materialAttenuationColor
materialEnvRotation
inversesqrt
materialLineDashOffset
materialColor
materialReflectivity
materialSheen
roughness
clearcoat
sheenRoughness
dashSize
attenuationColor
dispersion
metalness
materialTransmission
materialAO
materialLineWidth
materialClearcoatRoughness
specularF90
materialOpacity
emissive
materialLightMap
anisotropy
transmission
materialReference
materialClearcoat
materialEnvIntensity
materialSpecularStrength
diffuseColor
materialAnisotropy
materialSpecularColor
anisotropyT
materialAlphaTest
materialAnisotropyVector
materialLineScale
materialIridescenceIOR
ior
materialThickness
materialIOR
materialDispersion
materialIridescenceThickness
materialEmissive
sheen
materialMetalness
materialSpecularIntensity
inverseSqrt
materialPointSize
attenuationDistance
materialSheenRoughness
specularColor
materialShininess
iridescenceThickness
materialRoughness
materialRotation
materialAttenuationDistance
materialClearcoatNormal
clearcoatRoughness
alphaT
materialNormal
gapSize
materialRefractionRatio
materialLineGapSize
materialSpecular
Depth
viewZToPerspectiveDepth
viewZToLogarithmicDepth
linearDepth
depth
viewZToOrthographicDepth
depthPass
Render/Screen/Viewport
frameGroup
screenUV
viewport
viewportDepthTexture
viewportSharedTexture
velocity
pointWidth
viewportCoordinate
frontFacing
deltaTime
pointUV
faceDirection
viewportSize
backgroundRotation
screenSize
frameId
backgroundBlurriness
backgroundIntensity
screenCoordinate
cameraViewport
viewportSafeUV
viewportUV
viewportLinearDepth
drawIndex
viewportMipTexture
viewportTexture
toneMappingExposure
Geometry Attribute
buffer
attribute
vertexIndex
instancedMesh
vertexColor
instance
instancedDynamicBufferAttribute
tangentLocal
normalGeometry
bitangentGeometry
skinning
tangentGeometry
instancedBufferAttribute
uv
instanceIndex
positionGeometry
Mathematical Operations
Rounding and Range Operations
saturate
round
step
max
smoothstepElement
smoothstep
floor
clamp
trunc
sign
range
fract
ceil
min
Vector and Matrix Operations
normalize
split
TBNViewMatrix
distance
lengthSq
difference
determinant
length
vectorComponents
faceforward
cross
transpose
dot
Bitwise Operations
bitNot
countTrailingZeros
packHalf2x16
countLeadingZeros
countOneBits
bitOr
shiftLeft
bitAnd
bitXor
packUnorm2x16
unpackHalf2x16
unpackSnorm2x16
xor
shiftRight
unpackUnorm2x16
Basic Arithmetic
mx_multiply
reciprocal
mul
remainder
mx_add
mod
oneMinus
sub
add
negate
abs
div
Coordinate and Value Transformations
transformNormalToView
logarithmicDepthToViewZ
degrees
transformDirection
remapClamp
getViewPosition
directionToColor
mx_rotate3d
spherizeUV
billboarding
perspectiveDepthToViewZ
getScreenPosition
colorToDirection
transformNormal
refract
remap
rotate
radians
reflect
orthographicDepthToViewZ
Powers and Logarithms
pow
inverseSqrt
pow2
mx_safepower
exp2
pow3
sqrt
exp
pow4
log
cbrt
mx_power
log2
Trigonometric Functions
sin
asin
acos
tan
cos
atan
Logic & Flow Control
Comparison
notEqual
lessThanEqual
greaterThan
greaterThanEqual
lessThan
equal
Flow
decrementBefore
assign
Discard
decrement
increment
stack
Continue
output
Switch
Break
If
select
Return
incrementBefore
loop
Loop
Logic
all
any
not
and
or
Lighting & Shading
Lighting Calculations
toonOutlinePass
getShIrradianceAt
lights
lightTargetDirection
getDistanceAttenuation
directPointLight
lightingContext
Shadows
PCFSoftShadowFilter
VSMShadowFilter
PointShadowFilter
BasicPointShadowFilter
shadow
PCFShadowFilter
BasicShadowFilter
pointShadow
Fog
rangeFogFactor
fog
densityFogFactor
Reflection / Refraction
refractView
refractVector
reflectView
getParallaxCorrectNormal
textureCubeUV
reflectVector
parallaxDirection
reflector
BRDF/BSDF
DFGLUT
V_GGX_SmithCorrelated
D_GGX
DFGApprox
Schlick_to_F0
thickness
BRDF_Lambert
BRDF_GGX
iridescence
F_Schlick
Normals & Roughness
faceForward
bentNormalView
getGeometryRoughness
getNormalFromDepth
normalFlat
getRoughness
Color Operations
Color Adjustments
gain
luminance
premult
unpremultiplyAlpha
grayscale
vibrance
premultiplyAlpha
mx_contrast
posterize
hue
saturation
blur
cdl
Tone Mapping
acesFilmicToneMapping
linearToneMapping
cineonToneMapping
renderOutput
toneMapping
agxToneMapping
reinhardToneMapping
neutralToneMapping
Blend Modes
blendDodge
blendBurn
blendOverlay
screen
overlay
mix
blendScreen
blendColor
mixElement
Color Spaces
convertColorSpace
mx_srgb_texture_to_lin_rec709
sRGBTransferEOTF
mx_rgbtohsv
mx_hsvtorgb
sRGBTransferOETF
unpremult
colorSpaceToWorking
workingToColorSpace
vibrance
Procedural Generation
Patterns
mx_aastep
shapeCircle
checker
mx_ramptb
mx_ramplr
Oscillators / Curves
sinc
parabola
pcurve
oscSine
oscTriangle
oscSquare
oscSawtooth
Noise
mx_fractal_noise_vec4
mx_worley_noise_vec2
mx_worley_noise_float
hash
mx_fractal_noise_vec3
triNoise3D
mx_noise_vec3
mx_noise_float
mx_noise_vec4
mx_fractal_noise_vec2
mx_fractal_noise_float
rand
mx_cell_noise_float
mx_worley_noise_vec3
Type Conversion
Node
uintBitsToFloat
mat4
bvec2
ivec4
bool
ivec3
mat2
bvec3
ivec2
uvec4
bitcast
vec4
mat3
vec2
uvec3
packSnorm2x16
floatBitsToInt
int
convert
float
uint
uvec2
vec3
bvec4
floatBitsToUint
Advanced & GPGPU
Data Structures
instancedArray
arrayBuffer
nodeArray
array
textureStore
storage
workgroupArray
bufferAttribute
referenceBuffer
dynamicBufferAttribute
storageTexture
attributeArray
element
Advanced Techniques
batch
morphReference
computeSkinning
Built-in Variables
globalId
subgroupSize
localId
numWorkgroups
workgroupId
invocationSubgroupIndex
subgroupIndex
invocationLocalIndex
Atomic Operations
atomicSub
atomicOr
atomicMin
atomicMax
atomicAdd
atomicXor
atomicStore
atomicAnd
atomicLoad
Core
subgroupAdd
subgroupAnd
subgroupAll
textureBarrier
outputStruct
subgroupAny
mrt
computeKernel
compute
ComputeNode
storageBarrier
workgroupBarrier
Framework & Utilities
Node Structure & Metadata
ShaderNode
nodeObjects
nodeProxy
context
nodeProxyIntent
parameter
range
string
varyingProperty
namespace
Const
nodeObject
struct
varying
property
reference
shaderStages
Debugging & Optimization
convertToTexture
nodeImmutable
pass
Var
setName
mx_splitlr
label
rtt
debug
mx_splittb
cache
VarIntent
bypass
passTexture
sharedUniformGroup
Function & Code Injection
scriptable
js
subgroupSize
glslFn
overloadingFn
code
OnMaterialUpdate
OnObjectUpdate
wgslFn
atomicFunc
expression
Fn
wgsl
call
subBuild
glsl
Construction & Management
NodeAccess
ScriptableNodeResources
getShadowMaterial
rendererReference
setCurrentStack
getConstNodeType
getShadowRenderObjectFunction
defaultShaderStages
defined
NodeShaderStage
NodeType
defaultBuildStages
uniformGroup
getCurrentStack
getTextureIndex
objectGroup
renderGroup
NodeUpdateType
Deprecation Node
modInt
rangeFog
uniforms
equals
tslFn
timerGlobal
DFGApprox
temp
addNodeElement
remainder
densityFog
dodge
cond
cubeToUV
burn
viewportBottomLeft
atan2
storageObject
append
viewportResolution
timerDelta
timerLocal
viewportTopLeft
Node Material
Node
LineBasicNodeMaterial
MeshBasicNodeMaterial
VolumeNodeMaterial
MeshSSSNodeMaterial
MeshMatcapNodeMaterial
MeshLambertNodeMaterial
MeshPhysicalNodeMaterial
MeshNormalNodeMaterial
LineDashedNodeMaterial
ShadowNodeMaterial
PointsNodeMaterial
NodeMaterial
MeshPhongNodeMaterial
LineDashedNodeMaterial
MeshStandardNodeMaterial
Line2NodeMaterial
SpriteNodeMaterial
MeshToonNodeMaterial
Texture & Sampling
Node
getDirection
texture
textureBicubicLevel
equirectUV
fwidth
dFdx
triplanarTexture
sample
spritesheetUV
rotateUV
pmremTexture
mx_heighttonormal
cubeToUV
triplanarTextures
normalMap
parallaxUV
samplerComparison
dFdy
matcapUV
textureBicubic
sampler
cubeTextureBase
texture3D
cubeTexture
maxMipLevel
textureSize
bumpMap
mx_transform_uv
textureLoad