File: //var/www/aspa/three/addons/nodes/core/NodeBuilder.js
import NodeUniform from './NodeUniform.js';
import NodeAttribute from './NodeAttribute.js';
import NodeVarying from './NodeVarying.js';
import NodeVar from './NodeVar.js';
import NodeCode from './NodeCode.js';
import NodeKeywords from './NodeKeywords.js';
import NodeCache from './NodeCache.js';
import ParameterNode from './ParameterNode.js';
import FunctionNode from '../code/FunctionNode.js';
import { createNodeMaterialFromType, default as NodeMaterial } from '../materials/NodeMaterial.js';
import { NodeUpdateType, defaultBuildStages, shaderStages } from './constants.js';
import {
	FloatNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform,
	ColorNodeUniform, Matrix3NodeUniform, Matrix4NodeUniform
} from '../../renderers/common/nodes/NodeUniform.js';
import { REVISION, RenderTarget, NoColorSpace, Color, Vector2, Vector3, Vector4, Float16BufferAttribute } from 'three';
import { stack } from './StackNode.js';
import { getCurrentStack, setCurrentStack } from '../shadernode/ShaderNode.js';
import CubeRenderTarget from '../../renderers/common/CubeRenderTarget.js';
import ChainMap from '../../renderers/common/ChainMap.js';
const uniformsGroupCache = new ChainMap();
const typeFromLength = new Map( [
	[ 2, 'vec2' ],
	[ 3, 'vec3' ],
	[ 4, 'vec4' ],
	[ 9, 'mat3' ],
	[ 16, 'mat4' ]
] );
const typeFromArray = new Map( [
	[ Int8Array, 'int' ],
	[ Int16Array, 'int' ],
	[ Int32Array, 'int' ],
	[ Uint8Array, 'uint' ],
	[ Uint16Array, 'uint' ],
	[ Uint32Array, 'uint' ],
	[ Float32Array, 'float' ]
] );
const toFloat = ( value ) => {
	value = Number( value );
	return value + ( value % 1 ? '' : '.0' );
};
class NodeBuilder {
	constructor( object, renderer, parser, scene = null, material = null ) {
		this.object = object;
		this.material = material || ( object && object.material ) || null;
		this.geometry = ( object && object.geometry ) || null;
		this.renderer = renderer;
		this.parser = parser;
		this.scene = scene;
		this.nodes = [];
		this.updateNodes = [];
		this.updateBeforeNodes = [];
		this.hashNodes = {};
		this.lightsNode = null;
		this.environmentNode = null;
		this.fogNode = null;
		this.toneMappingNode = null;
		this.clippingContext = null;
		this.vertexShader = null;
		this.fragmentShader = null;
		this.computeShader = null;
		this.flowNodes = { vertex: [], fragment: [], compute: [] };
		this.flowCode = { vertex: '', fragment: '', compute: [] };
		this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };
		this.structs = { vertex: [], fragment: [], compute: [], index: 0 };
		this.bindings = { vertex: [], fragment: [], compute: [] };
		this.bindingsOffset = { vertex: 0, fragment: 0, compute: 0 };
		this.bindingsArray = null;
		this.attributes = [];
		this.bufferAttributes = [];
		this.varyings = [];
		this.codes = {};
		this.vars = {};
		this.flow = { code: '' };
		this.chaining = [];
		this.stack = stack();
		this.stacks = [];
		this.tab = '\t';
		this.currentFunctionNode = null;
		this.context = {
			keywords: new NodeKeywords(),
			material: this.material
		};
		this.cache = new NodeCache();
		this.globalCache = this.cache;
		this.flowsData = new WeakMap();
		this.shaderStage = null;
		this.buildStage = null;
	}
	getRenderTarget( width, height, options ) {
		return new RenderTarget( width, height, options );
	}
	getCubeRenderTarget( size, options ) {
		return new CubeRenderTarget( size, options );
	}
	includes( node ) {
		return this.nodes.includes( node );
	}
	_getSharedBindings( bindings ) {
		const shared = [];
		for ( const binding of bindings ) {
			if ( binding.shared === true ) {
				// nodes is the chainmap key
				const nodes = binding.getNodes();
				let sharedBinding = uniformsGroupCache.get( nodes );
				if ( sharedBinding === undefined ) {
					uniformsGroupCache.set( nodes, binding );
					sharedBinding = binding;
				}
				shared.push( sharedBinding );
			} else {
				shared.push( binding );
			}
		}
		return shared;
	}
	getBindings() {
		let bindingsArray = this.bindingsArray;
		if ( bindingsArray === null ) {
			const bindings = this.bindings;
			this.bindingsArray = bindingsArray = this._getSharedBindings( ( this.material !== null ) ? [ ...bindings.vertex, ...bindings.fragment ] : bindings.compute );
		}
		return bindingsArray;
	}
	setHashNode( node, hash ) {
		this.hashNodes[ hash ] = node;
	}
	addNode( node ) {
		if ( this.nodes.includes( node ) === false ) {
			this.nodes.push( node );
			this.setHashNode( node, node.getHash( this ) );
		}
	}
	buildUpdateNodes() {
		for ( const node of this.nodes ) {
			const updateType = node.getUpdateType();
			const updateBeforeType = node.getUpdateBeforeType();
			if ( updateType !== NodeUpdateType.NONE ) {
				this.updateNodes.push( node.getSelf() );
			}
			if ( updateBeforeType !== NodeUpdateType.NONE ) {
				this.updateBeforeNodes.push( node );
			}
		}
	}
	get currentNode() {
		return this.chaining[ this.chaining.length - 1 ];
	}
	addChain( node ) {
		/*
		if ( this.chaining.indexOf( node ) !== - 1 ) {
			console.warn( 'Recursive node: ', node );
		}
		*/
		this.chaining.push( node );
	}
	removeChain( node ) {
		const lastChain = this.chaining.pop();
		if ( lastChain !== node ) {
			throw new Error( 'NodeBuilder: Invalid node chaining!' );
		}
	}
	getMethod( method ) {
		return method;
	}
	getNodeFromHash( hash ) {
		return this.hashNodes[ hash ];
	}
	addFlow( shaderStage, node ) {
		this.flowNodes[ shaderStage ].push( node );
		return node;
	}
	setContext( context ) {
		this.context = context;
	}
	getContext() {
		return this.context;
	}
	setCache( cache ) {
		this.cache = cache;
	}
	getCache() {
		return this.cache;
	}
	isAvailable( /*name*/ ) {
		return false;
	}
	getVertexIndex() {
		console.warn( 'Abstract function.' );
	}
	getInstanceIndex() {
		console.warn( 'Abstract function.' );
	}
	getFrontFacing() {
		console.warn( 'Abstract function.' );
	}
	getFragCoord() {
		console.warn( 'Abstract function.' );
	}
	isFlipY() {
		return false;
	}
	generateTexture( /* texture, textureProperty, uvSnippet */ ) {
		console.warn( 'Abstract function.' );
	}
	generateTextureLod( /* texture, textureProperty, uvSnippet, levelSnippet */ ) {
		console.warn( 'Abstract function.' );
	}
	generateConst( type, value = null ) {
		if ( value === null ) {
			if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0;
			else if ( type === 'bool' ) value = false;
			else if ( type === 'color' ) value = new Color();
			else if ( type === 'vec2' ) value = new Vector2();
			else if ( type === 'vec3' ) value = new Vector3();
			else if ( type === 'vec4' ) value = new Vector4();
		}
		if ( type === 'float' ) return toFloat( value );
		if ( type === 'int' ) return `${ Math.round( value ) }`;
		if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u';
		if ( type === 'bool' ) return value ? 'true' : 'false';
		if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`;
		const typeLength = this.getTypeLength( type );
		const componentType = this.getComponentType( type );
		const generateConst = value => this.generateConst( componentType, value );
		if ( typeLength === 2 ) {
			return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) } )`;
		} else if ( typeLength === 3 ) {
			return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) } )`;
		} else if ( typeLength === 4 ) {
			return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`;
		} else if ( typeLength > 4 && value && ( value.isMatrix3 || value.isMatrix4 ) ) {
			return `${ this.getType( type ) }( ${ value.elements.map( generateConst ).join( ', ' ) } )`;
		} else if ( typeLength > 4 ) {
			return `${ this.getType( type ) }()`;
		}
		throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );
	}
	getType( type ) {
		if ( type === 'color' ) return 'vec3';
		return type;
	}
	generateMethod( method ) {
		return method;
	}
	hasGeometryAttribute( name ) {
		return this.geometry && this.geometry.getAttribute( name ) !== undefined;
	}
	getAttribute( name, type ) {
		const attributes = this.attributes;
		// find attribute
		for ( const attribute of attributes ) {
			if ( attribute.name === name ) {
				return attribute;
			}
		}
		// create a new if no exist
		const attribute = new NodeAttribute( name, type );
		attributes.push( attribute );
		return attribute;
	}
	getPropertyName( node/*, shaderStage*/ ) {
		return node.name;
	}
	isVector( type ) {
		return /vec\d/.test( type );
	}
	isMatrix( type ) {
		return /mat\d/.test( type );
	}
	isReference( type ) {
		return type === 'void' || type === 'property' || type === 'sampler' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture';
	}
	needsColorSpaceToLinear( /*texture*/ ) {
		return false;
	}
	getTextureColorSpaceFromMap( map ) {
		let colorSpace;
		if ( map && map.isTexture ) {
			colorSpace = map.colorSpace;
		} else if ( map && map.isWebGLRenderTarget ) {
			colorSpace = map.texture.colorSpace;
		} else {
			colorSpace = NoColorSpace;
		}
		return colorSpace;
	}
	getComponentType( type ) {
		type = this.getVectorType( type );
		if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type;
		const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type );
		if ( componentType === null ) return null;
		if ( componentType[ 1 ] === 'b' ) return 'bool';
		if ( componentType[ 1 ] === 'i' ) return 'int';
		if ( componentType[ 1 ] === 'u' ) return 'uint';
		return 'float';
	}
	getVectorType( type ) {
		if ( type === 'color' ) return 'vec3';
		if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' ) return 'vec4';
		return type;
	}
	getTypeFromLength( length, componentType = 'float' ) {
		if ( length === 1 ) return componentType;
		const baseType = typeFromLength.get( length );
		const prefix = componentType === 'float' ? '' : componentType[ 0 ];
		return prefix + baseType;
	}
	getTypeFromArray( array ) {
		return typeFromArray.get( array.constructor );
	}
	getTypeFromAttribute( attribute ) {
		let dataAttribute = attribute;
		if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
		const array = dataAttribute.array;
		const itemSize = attribute.itemSize;
		const normalized = attribute.normalized;
		let arrayType;
		if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) {
			arrayType = this.getTypeFromArray( array );
		}
		return this.getTypeFromLength( itemSize, arrayType );
	}
	getTypeLength( type ) {
		const vecType = this.getVectorType( type );
		const vecNum = /vec([2-4])/.exec( vecType );
		if ( vecNum !== null ) return Number( vecNum[ 1 ] );
		if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1;
		if ( /mat2/.test( type ) === true ) return 4;
		if ( /mat3/.test( type ) === true ) return 9;
		if ( /mat4/.test( type ) === true ) return 16;
		return 0;
	}
	getVectorFromMatrix( type ) {
		return type.replace( 'mat', 'vec' );
	}
	changeComponentType( type, newComponentType ) {
		return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );
	}
	getIntegerType( type ) {
		const componentType = this.getComponentType( type );
		if ( componentType === 'int' || componentType === 'uint' ) return type;
		return this.changeComponentType( type, 'int' );
	}
	addStack() {
		this.stack = stack( this.stack );
		this.stacks.push( getCurrentStack() || this.stack );
		setCurrentStack( this.stack );
		return this.stack;
	}
	removeStack() {
		const lastStack = this.stack;
		this.stack = lastStack.parent;
		setCurrentStack( this.stacks.pop() );
		return lastStack;
	}
	getDataFromNode( node, shaderStage = this.shaderStage, cache = null ) {
		cache = cache === null ? ( node.isGlobal( this ) ? this.globalCache : this.cache ) : cache;
		let nodeData = cache.getNodeData( node );
		if ( nodeData === undefined ) {
			nodeData = {};
			cache.setNodeData( node, nodeData );
		}
		if ( nodeData[ shaderStage ] === undefined ) nodeData[ shaderStage ] = {};
		return nodeData[ shaderStage ];
	}
	getNodeProperties( node, shaderStage = 'any' ) {
		const nodeData = this.getDataFromNode( node, shaderStage );
		return nodeData.properties || ( nodeData.properties = { outputNode: null } );
	}
	getBufferAttributeFromNode( node, type ) {
		const nodeData = this.getDataFromNode( node );
		let bufferAttribute = nodeData.bufferAttribute;
		if ( bufferAttribute === undefined ) {
			const index = this.uniforms.index ++;
			bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node );
			this.bufferAttributes.push( bufferAttribute );
			nodeData.bufferAttribute = bufferAttribute;
		}
		return bufferAttribute;
	}
	getStructTypeFromNode( node, shaderStage = this.shaderStage ) {
		const nodeData = this.getDataFromNode( node, shaderStage );
		if ( nodeData.structType === undefined ) {
			const index = this.structs.index ++;
			node.name = `StructType${ index }`;
			this.structs[ shaderStage ].push( node );
			nodeData.structType = node;
		}
		return node;
	}
	getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) {
		const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
		let nodeUniform = nodeData.uniform;
		if ( nodeUniform === undefined ) {
			const index = this.uniforms.index ++;
			nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node );
			this.uniforms[ shaderStage ].push( nodeUniform );
			nodeData.uniform = nodeUniform;
		}
		return nodeUniform;
	}
	getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage ) {
		const nodeData = this.getDataFromNode( node, shaderStage );
		let nodeVar = nodeData.variable;
		if ( nodeVar === undefined ) {
			const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] );
			if ( name === null ) name = 'nodeVar' + vars.length;
			nodeVar = new NodeVar( name, type );
			vars.push( nodeVar );
			nodeData.variable = nodeVar;
		}
		return nodeVar;
	}
	getVaryingFromNode( node, name = null, type = node.getNodeType( this ) ) {
		const nodeData = this.getDataFromNode( node, 'any' );
		let nodeVarying = nodeData.varying;
		if ( nodeVarying === undefined ) {
			const varyings = this.varyings;
			const index = varyings.length;
			if ( name === null ) name = 'nodeVarying' + index;
			nodeVarying = new NodeVarying( name, type );
			varyings.push( nodeVarying );
			nodeData.varying = nodeVarying;
		}
		return nodeVarying;
	}
	getCodeFromNode( node, type, shaderStage = this.shaderStage ) {
		const nodeData = this.getDataFromNode( node );
		let nodeCode = nodeData.code;
		if ( nodeCode === undefined ) {
			const codes = this.codes[ shaderStage ] || ( this.codes[ shaderStage ] = [] );
			const index = codes.length;
			nodeCode = new NodeCode( 'nodeCode' + index, type );
			codes.push( nodeCode );
			nodeData.code = nodeCode;
		}
		return nodeCode;
	}
	addLineFlowCode( code ) {
		if ( code === '' ) return this;
		code = this.tab + code;
		if ( ! /;\s*$/.test( code ) ) {
			code = code + ';\n';
		}
		this.flow.code += code;
		return this;
	}
	addFlowCode( code ) {
		this.flow.code += code;
		return this;
	}
	addFlowTab() {
		this.tab += '\t';
		return this;
	}
	removeFlowTab() {
		this.tab = this.tab.slice( 0, - 1 );
		return this;
	}
	getFlowData( node/*, shaderStage*/ ) {
		return this.flowsData.get( node );
	}
	flowNode( node ) {
		const output = node.getNodeType( this );
		const flowData = this.flowChildNode( node, output );
		this.flowsData.set( node, flowData );
		return flowData;
	}
	buildFunctionNode( shaderNode ) {
		const fn = new FunctionNode();
		const previous = this.currentFunctionNode;
		this.currentFunctionNode = fn;
		fn.code = this.buildFunctionCode( shaderNode );
		this.currentFunctionNode = previous;
		return fn;
	}
	flowShaderNode( shaderNode ) {
		const layout = shaderNode.layout;
		let inputs;
		if ( shaderNode.isArrayInput ) {
			inputs = [];
			for ( const input of layout.inputs ) {
				inputs.push( new ParameterNode( input.type, input.name ) );
			}
		} else {
			inputs = {};
			for ( const input of layout.inputs ) {
				inputs[ input.name ] = new ParameterNode( input.type, input.name );
			}
		}
		//
		shaderNode.layout = null;
		const callNode = shaderNode.call( inputs );
		const flowData = this.flowStagesNode( callNode, layout.type );
		shaderNode.layout = layout;
		return flowData;
	}
	flowStagesNode( node, output = null ) {
		const previousFlow = this.flow;
		const previousVars = this.vars;
		const previousBuildStage = this.buildStage;
		const flow = {
			code: ''
		};
		this.flow = flow;
		this.vars = {};
		for ( const buildStage of defaultBuildStages ) {
			this.setBuildStage( buildStage );
			flow.result = node.build( this, output );
		}
		flow.vars = this.getVars( this.shaderStage );
		this.flow = previousFlow;
		this.vars = previousVars;
		this.setBuildStage( previousBuildStage );
		return flow;
	}
	getFunctionOperator() {
		return null;
	}
	flowChildNode( node, output = null ) {
		const previousFlow = this.flow;
		const flow = {
			code: ''
		};
		this.flow = flow;
		flow.result = node.build( this, output );
		this.flow = previousFlow;
		return flow;
	}
	flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) {
		const previousShaderStage = this.shaderStage;
		this.setShaderStage( shaderStage );
		const flowData = this.flowChildNode( node, output );
		if ( propertyName !== null ) {
			flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`;
		}
		this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;
		this.setShaderStage( previousShaderStage );
		return flowData;
	}
	getAttributesArray() {
		return this.attributes.concat( this.bufferAttributes );
	}
	getAttributes( /*shaderStage*/ ) {
		console.warn( 'Abstract function.' );
	}
	getVaryings( /*shaderStage*/ ) {
		console.warn( 'Abstract function.' );
	}
	getVar( type, name ) {
		return `${ this.getType( type ) } ${ name }`;
	}
	getVars( shaderStage ) {
		let snippet = '';
		const vars = this.vars[ shaderStage ];
		if ( vars !== undefined ) {
			for ( const variable of vars ) {
				snippet += `${ this.getVar( variable.type, variable.name ) }; `;
			}
		}
		return snippet;
	}
	getUniforms( /*shaderStage*/ ) {
		console.warn( 'Abstract function.' );
	}
	getCodes( shaderStage ) {
		const codes = this.codes[ shaderStage ];
		let code = '';
		if ( codes !== undefined ) {
			for ( const nodeCode of codes ) {
				code += nodeCode.code + '\n';
			}
		}
		return code;
	}
	getHash() {
		return this.vertexShader + this.fragmentShader + this.computeShader;
	}
	setShaderStage( shaderStage ) {
		this.shaderStage = shaderStage;
	}
	getShaderStage() {
		return this.shaderStage;
	}
	setBuildStage( buildStage ) {
		this.buildStage = buildStage;
	}
	getBuildStage() {
		return this.buildStage;
	}
	buildCode() {
		console.warn( 'Abstract function.' );
	}
	build( convertMaterial = true ) {
		const { object, material } = this;
		if ( convertMaterial ) {
			if ( material !== null ) {
				NodeMaterial.fromMaterial( material ).build( this );
			} else {
				this.addFlow( 'compute', object );
			}
		}
		// setup() -> stage 1: create possible new nodes and returns an output reference node
		// analyze()   -> stage 2: analyze nodes to possible optimization and validation
		// generate()  -> stage 3: generate shader
		for ( const buildStage of defaultBuildStages ) {
			this.setBuildStage( buildStage );
			if ( this.context.vertex && this.context.vertex.isNode ) {
				this.flowNodeFromShaderStage( 'vertex', this.context.vertex );
			}
			for ( const shaderStage of shaderStages ) {
				this.setShaderStage( shaderStage );
				const flowNodes = this.flowNodes[ shaderStage ];
				for ( const node of flowNodes ) {
					if ( buildStage === 'generate' ) {
						this.flowNode( node );
					} else {
						node.build( this );
					}
				}
			}
		}
		this.setBuildStage( null );
		this.setShaderStage( null );
		// stage 4: build code for a specific output
		this.buildCode();
		this.buildUpdateNodes();
		return this;
	}
	getNodeUniform( uniformNode, type ) {
		if ( type === 'float' ) return new FloatNodeUniform( uniformNode );
		if ( type === 'vec2' ) return new Vector2NodeUniform( uniformNode );
		if ( type === 'vec3' ) return new Vector3NodeUniform( uniformNode );
		if ( type === 'vec4' ) return new Vector4NodeUniform( uniformNode );
		if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
		if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
		if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
		throw new Error( `Uniform "${type}" not declared.` );
	}
	createNodeMaterial( type = 'NodeMaterial' ) {
		return createNodeMaterialFromType( type );
	}
	format( snippet, fromType, toType ) {
		fromType = this.getVectorType( fromType );
		toType = this.getVectorType( toType );
		if ( fromType === toType || toType === null || this.isReference( toType ) ) {
			return snippet;
		}
		const fromTypeLength = this.getTypeLength( fromType );
		const toTypeLength = this.getTypeLength( toType );
		if ( fromTypeLength > 4 ) { // fromType is matrix-like
			// @TODO: ignore for now
			return snippet;
		}
		if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown
			// @TODO: ignore for now
			return snippet;
		}
		if ( fromTypeLength === toTypeLength ) {
			return `${ this.getType( toType ) }( ${ snippet } )`;
		}
		if ( fromTypeLength > toTypeLength ) {
			return this.format( `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType );
		}
		if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like
			return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`;
		}
		if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like
			return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;
		}
		if ( fromTypeLength === 1 && toTypeLength > 1 && fromType[ 0 ] !== toType[ 0 ] ) { // fromType is float-like
			// convert a number value to vector type, e.g:
			// vec3( 1u ) -> vec3( float( 1u ) )
			snippet = `${ this.getType( this.getComponentType( toType ) ) }( ${ snippet } )`;
		}
		return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like
	}
	getSignature() {
		return `// Three.js r${ REVISION } - NodeMaterial System\n`;
	}
}
export default NodeBuilder;