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WebGLRenderer: Move ReversedCoordinateSystem to camera.reversedDepth (#1734)
* WebGLRenderer: Move ReversedCoordinateSystem to camera.reversedDepth * Update three.js
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types/three/src/cameras/Camera.d.ts

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@@ -42,6 +42,13 @@ export class Camera extends Object3D {
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*/
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override layers: Layers;
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/**
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* The flag that indicates whether the camera uses a reversed depth buffer.
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*
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* @default false
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*/
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reversedDepth: boolean;
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/**
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* This is the inverse of matrixWorld.
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* @remarks MatrixWorld contains the Matrix which has the world transform of the {@link Camera} .

types/three/src/constants.d.ts

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@@ -774,11 +774,9 @@ export type GLSLVersion = typeof GLSL1 | typeof GLSL3;
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export const WebGLCoordinateSystem: 2000;
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export const WebGPUCoordinateSystem: 2001;
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export const ReversedCoordinateSystem: 2002;
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export type CoordinateSystem =
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| typeof WebGLCoordinateSystem
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| typeof WebGPUCoordinateSystem
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| typeof ReversedCoordinateSystem;
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| typeof WebGPUCoordinateSystem;
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export const TimestampQuery: {
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COMPUTE: "compute";

types/three/src/math/Matrix4.d.ts

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@@ -246,6 +246,7 @@ export class Matrix4 {
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near: number,
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far: number,
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coordinateSystem?: CoordinateSystem,
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reversedDepth?: boolean,
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): this;
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/**
@@ -259,6 +260,7 @@ export class Matrix4 {
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near: number,
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far: number,
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coordinateSystem?: CoordinateSystem,
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reversedDepth?: boolean,
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): this;
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equals(matrix: Matrix4): boolean;

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