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@sunag thanks for the fix, but I still beleive this should be out of the box, it was one of the things i used the most in production for years when it came to custom shaders.
Description
Sorry to re-open the subject ( #30160 )
I cross a case where I'm loading a gltf with many maps and I want to simply change the uv in all of them in my shader ( to give a "liquid" effect )
In legacy threejs i would have done it at the start of my shaders and the change would have been effective everywhere.
But in TSL how should I do if I dont have the
uvNode
?Solution
if uvNode is define replace
uv()
byuvNode()
Alternatives
?
Additional context
No response
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