text: // core
  import PropertyNode from './core/PropertyNode.js';
  import VarNode from './core/VarNode.js';
  
  // inputs
  import ColorNode from './inputs/ColorNode.js';
  import FloatNode from './inputs/FloatNode.js';
  import Vector2Node from './inputs/Vector2Node.js';
  import Vector3Node from './inputs/Vector3Node.js';
  import Vector4Node from './inputs/Vector4Node.js';
  
  // accessors
  import PositionNode from './accessors/PositionNode.js';
  import NormalNode from './accessors/NormalNode.js';
  
  // math
  import OperatorNode from './math/OperatorNode.js';
  import CondNode from './math/CondNode.js';
  import MathNode from './math/MathNode.js';
  
  // utils
  import ArrayElementNode from './utils/ArrayElementNode.js';
  import JoinNode from './utils/JoinNode.js';
  import SplitNode from './utils/SplitNode.js';
  
  // core
  import { Vector2, Vector3, Vector4, Color } from 'three';
  
  const NodeHandler = {
  
  	construct( NodeClosure, params ) {
  
  		const inputs = params.shift();
  
  		return NodeClosure( ShaderNodeObjects( inputs ), ...params );
  
  	},
  
  	get: function ( node, prop ) {
  
  		if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  
  			if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
  
  				// accessing properties ( swizzle )
  
  				prop = prop
  					.replace( /r|s/g, 'x' )
  					.replace( /g|t/g, 'y' )
  					.replace( /b|p/g, 'z' )
  					.replace( /a|q/g, 'w' );
  
  				return ShaderNodeObject( new SplitNode( node, prop ) );
  
  			} else if ( /^\d+$/.test( prop ) === true ) {
  
  				// accessing array
  
  				return ShaderNodeObject( new ArrayElementNode( node, new FloatNode( Number( prop ) ).setConst( true ) ) );
  
  			}
  
  		}
  
  		return node[ prop ];
  
  	}
  
  };
  
  const ShaderNodeObject = ( obj ) => {
  
  	const type = typeof obj;
  
  	if ( type === 'number' ) {
  
  		return ShaderNodeObject( new FloatNode( obj ).setConst( true ) );
  
  	} else if ( type === 'object' ) {
  
  		if ( obj.isNode === true ) {
  
  			const node = obj;
  
  			if ( node.isProxyNode !== true ) {
  
  				node.isProxyNode = true;
  
  				return new Proxy( node, NodeHandler );
  
  			}
  
  		}
  
  	}
  
  	return obj;
  
  };
  
  const ShaderNodeObjects = ( objects ) => {
  
  	for ( const name in objects ) {
  
  		objects[ name ] = ShaderNodeObject( objects[ name ] );
  
  	}
  
  	return objects;
  
  };
  
  const ShaderNodeArray = ( array ) => {
  
  	const len = array.length;
  
  	for ( let i = 0; i < len; i ++ ) {
  
  		array[ i ] = ShaderNodeObject( array[ i ] );
  
  	}
  
  	return array;
  
  };
  
  const ShaderNodeProxy = ( NodeClass, scope = null, factor = null ) => {
  
  	if ( scope === null ) {
  
  		return ( ...params ) => {
  
  			return ShaderNodeObject( new NodeClass( ...ShaderNodeArray( params ) ) );
  
  		};
  
  	} else if ( factor === null ) {
  
  		return ( ...params ) => {
  
  			return ShaderNodeObject( new NodeClass( scope, ...ShaderNodeArray( params ) ) );
  
  		};
  
  	} else {
  
  		factor = ShaderNodeObject( factor );
  
  		return ( ...params ) => {
  
  			return ShaderNodeObject( new NodeClass( scope, ...ShaderNodeArray( params ), factor ) );
  
  		};
  
  	}
  
  };
  
  const ShaderNodeScript = function ( jsFunc ) {
  
  	return ( inputs, builder ) => {
  
  		ShaderNodeObjects( inputs );
  
  		return ShaderNodeObject( jsFunc( inputs, builder ) );
  
  	};
  
  };
  
  export const ShaderNode = new Proxy( ShaderNodeScript, NodeHandler );
  
  //
  // Node Material Shader Syntax
  //
  
  export const uniform = new ShaderNode( ( inputNode ) => {
  
  	inputNode.setConst( false );
  
  	return inputNode;
  
  } );
  
  export const float = ( val ) => {
  
  	return ShaderNodeObject( new FloatNode( val ).setConst( true ) );
  
  };
  
  export const color = ( ...params ) => {
  
  	return ShaderNodeObject( new ColorNode( new Color( ...params ) ).setConst( true ) );
  
  };
  
  export const join = ( ...params ) => {
  
  	return ShaderNodeObject( new JoinNode( ShaderNodeArray( params ) ) );
  
  };
  
  export const cond = ( ...params ) => {
  
  	return ShaderNodeObject( new CondNode( ...ShaderNodeArray( params ) ) );
  
  };
  
  export const vec2 = ( ...params ) => {
  
  	// Providing one scalar value: This value is used for all components
  
  	if ( params.length === 1 ) {
  
  		params[ 1 ] = params[ 0 ];
  
  	}
  
  	return ShaderNodeObject( new Vector2Node( new Vector2( ...params ) ).setConst( true ) );
  
  };
  
  export const vec3 = ( ...params ) => {
  
  	// Providing one scalar value: This value is used for all components
  
  	if ( params.length === 1 ) {
  
  		params[ 1 ] = params[ 2 ] = params[ 0 ];
  
  	}
  
  	return ShaderNodeObject( new Vector3Node( new Vector3( ...params ) ).setConst( true ) );
  
  };
  
  export const vec4 = ( ...params ) => {
  
  	// Providing one scalar value: This value is used for all components
  
  	if ( params.length === 1 ) {
  
  		params[ 1 ] = params[ 2 ] = params[ 3 ] = params[ 0 ];
  
  	}
  
  	return ShaderNodeObject( new Vector4Node( new Vector4( ...params ) ).setConst( true ) );
  
  };
  
  export const addTo = ( varNode, ...params ) => {
  
  	varNode.node = add( varNode.node, ...ShaderNodeArray( params ) );
  
  	return ShaderNodeObject( varNode );
  
  };
  
  export const add = ShaderNodeProxy( OperatorNode, '+' );
  export const sub = ShaderNodeProxy( OperatorNode, '-' );
  export const mul = ShaderNodeProxy( OperatorNode, '*' );
  export const div = ShaderNodeProxy( OperatorNode, '/' );
  export const equal = ShaderNodeProxy( OperatorNode, '==' );
  export const assign = ShaderNodeProxy( OperatorNode, '=' );
  export const greaterThan = ShaderNodeProxy( OperatorNode, '>' );
  export const and = ShaderNodeProxy( OperatorNode, '&&' );
  
  export const element = ShaderNodeProxy( ArrayElementNode );
  
  export const normalLocal = new NormalNode( NormalNode.LOCAL );
  export const normalWorld = new NormalNode( NormalNode.WORLD );
  export const normalView = new NormalNode( NormalNode.VIEW );
  export const transformedNormalView = new VarNode( new NormalNode( NormalNode.VIEW ), 'TransformedNormalView', 'vec3' );
  
  export const positionLocal = new PositionNode( PositionNode.LOCAL );
  export const positionWorld = new PositionNode( PositionNode.WORLD );
  export const positionView = new PositionNode( PositionNode.VIEW );
  export const positionViewDirection = new PositionNode( PositionNode.VIEW_DIRECTION );
  
  export const PI = float( 3.141592653589793 );
  export const RECIPROCAL_PI = float( 0.3183098861837907 );
  export const EPSILON = float( 1e-6 );
  
  export const diffuseColor = new PropertyNode( 'DiffuseColor', 'vec4' );
  export const roughness = new PropertyNode( 'Roughness', 'float' );
  export const metalness = new PropertyNode( 'Metalness', 'float' );
  export const alphaTest = new PropertyNode( 'AlphaTest', 'float' );
  export const specularColor = new PropertyNode( 'SpecularColor', 'color' );
  
  export const negate = ShaderNodeProxy( MathNode, 'negate' );
  export const floor = ShaderNodeProxy( MathNode, 'floor' );
  export const mod = ShaderNodeProxy( MathNode, 'mod' );
  export const cross = ShaderNodeProxy( MathNode, 'cross' );
  export const max = ShaderNodeProxy( MathNode, 'max' );
  export const min = ShaderNodeProxy( MathNode, 'min' );
  export const dot = ShaderNodeProxy( MathNode, 'dot' );
  export const normalize = ShaderNodeProxy( MathNode, 'normalize' );
  export const sqrt = ShaderNodeProxy( MathNode, 'sqrt' );
  export const inversesqrt = ShaderNodeProxy( MathNode, 'inversesqrt' );
  export const sign = ShaderNodeProxy( MathNode, 'sign' );
  export const dFdx = ShaderNodeProxy( MathNode, 'dFdx' );
  export const dFdy = ShaderNodeProxy( MathNode, 'dFdy' );
  export const pow = ShaderNodeProxy( MathNode, 'pow' );
  export const pow2 = ShaderNodeProxy( MathNode, 'pow', 2 );
  export const pow3 = ShaderNodeProxy( MathNode, 'pow', 3 );
  export const pow4 = ShaderNodeProxy( MathNode, 'pow', 4 );
  export const exp = ShaderNodeProxy( MathNode, 'exp' );
  export const exp2 = ShaderNodeProxy( MathNode, 'exp2' );
  export const saturate = ShaderNodeProxy( MathNode, 'saturate' );
  export const transformDirection = ShaderNodeProxy( MathNode, 'transformDirection' );
  