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map = new MapTexture(id, this._scene, mapSize, useMipMap ? Texture.TRILINEAR_SAMPLINGMODE : Texture.BILINEAR_SAMPLINGMODE, useMipMap); map.hasAlpha = true;
<mask> mapSize.height = Math.pow(2, Math.ceil(Math.log(size.height) / Math.log(2))); <mask> } <mask> <mask> let id = `groupsMapChache${this._mapCounter}forCanvas${this.id}`; <mask> map = new MapTexture(id, this._scene, mapSize, useMipMap ? Textur...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.canvas2d.ts
sprite.addExternalData("__cachedGroup__", group); sprite.pointerEventObservable.add((e, s) => { if (group.pointerEventObservable !== null) { group.pointerEventObservable.notifyObservers(e, s.mask); } ...
<mask> let sprite = new Sprite2D(map, { parent: parent, id: `__cachedSpriteOfGroup__${group.id}`, x: group.actualPosition.x, y: group.actualPosition.y, spriteSize: node.contentSize, spriteLocation: node.pos }); <mask> sprite.origin = group.origin.clone(); <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.canvas2d.ts
if (!rd) { return; }
<mask> <mask> protected handleGroupChanged(prop: Prim2DPropInfo) { <mask> // This method is only for cachedGroup <mask> let rd = this._renderableData; <mask> <mask> let cachedSprite = rd._cacheRenderSprite; <mask> if (!this.isCachedGroup || !cachedSprite)...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.group2d.ts
let cachedSprite = rd._cacheRenderSprite; if (!this.isCachedGroup || !cachedSprite) {
<mask> protected handleGroupChanged(prop: Prim2DPropInfo) { <mask> // This method is only for cachedGroup <mask> let rd = this._renderableData; <mask> <mask> if (!this.isCachedGroup || !rd._cacheRenderSprite) { <mask> return; <mask> } <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.group2d.ts
cachedSprite.actualPosition = this.actualPosition.clone(); if (cachedSprite.position != null) { cachedSprite.position = cachedSprite.actualPosition.clone(); }
<mask> <mask> // For now we only support these property changes <mask> // TODO: add more! :) <mask> if (prop.id === Prim2DBase.actualPositionProperty.id) { <mask> rd._cacheRenderSprite.actualPosition = this.actualPosition.clone(); <mask> } else if (...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.group2d.ts
cachedSprite.rotation = this.rotation;
<mask> // TODO: add more! :) <mask> if (prop.id === Prim2DBase.actualPositionProperty.id) { <mask> rd._cacheRenderSprite.actualPosition = this.actualPosition.clone(); <mask> } else if (prop.id === Prim2DBase.rotationProperty.id) { <mask> rd._cache...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.group2d.ts
cachedSprite.scale = this.scale;
<mask> rd._cacheRenderSprite.actualPosition = this.actualPosition.clone(); <mask> } else if (prop.id === Prim2DBase.rotationProperty.id) { <mask> rd._cacheRenderSprite.rotation = this.rotation; <mask> } else if (prop.id === Prim2DBase.scaleProperty.id) { <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.group2d.ts
cachedSprite.origin = this.origin.clone();
<mask> rd._cacheRenderSprite.rotation = this.rotation; <mask> } else if (prop.id === Prim2DBase.scaleProperty.id) { <mask> rd._cacheRenderSprite.scale = this.scale; <mask> } else if (prop.id === Prim2DBase.originProperty.id) { <mask> rd._cache...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.group2d.ts
cachedSprite.size = this.actualSize.clone();
<mask> rd._cacheRenderSprite.scale = this.scale; <mask> } else if (prop.id === Prim2DBase.originProperty.id) { <mask> rd._cacheRenderSprite.origin = this.origin.clone(); <mask> } else if (prop.id === Group2D.actualSizeProperty.id) { <mask> rd....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.group2d.ts
this._updateLocalTransform();
<mask> * Get the global transformation matrix of the primitive <mask> */ <mask> public get globalTransform(): Matrix { <mask> return this._globalTransform; <mask> } <mask> <mask> /** <mask> * return the global position of the primitive, relative to...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.prim2dBase.ts
this._updateLocalTransform();
<mask> /** <mask> * Get invert of the global transformation matrix of the primitive <mask> */ <mask> public get invGlobalTransform(): Matrix { <mask> return this._invGlobalTransform; <mask> } <mask> <mask> /** <mask> * Get the local transf...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.prim2dBase.ts
let id = this.id; if (id!=null && id.indexOf("__cachedSpriteOfGroup__") === 0) { let ownerGroup = this.getExternalData<Group2D>("__cachedGroup__"); return ownerGroup.intersect(intersectInfo); }
<mask> if (!intersectInfo.intersectHidden && !this.isVisible) { <mask> return false; <mask> } <mask> <mask> // Fast rejection test with boundingInfo <mask> if (this.isPickable && !this.boundingInfo.doesIntersect(intersectInfo._localPickPosition)) { ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489
src/Canvas2d/babylon.prim2dBase.ts
let oldCamera: Nullable<Camera> = null;
<mask> return this; <mask> } <mask> <mask> let oldCameraMaxZ = 0; <mask> if (this.ignoreCameraMaxZ && scene.activeCamera && !scene._isInIntermediateRendering()) { <mask> oldCameraMaxZ = scene.activeCamera.maxZ; <mask> oldCamera = scene.activeCamera; <...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa
src/Meshes/mesh.ts
oldCamera = scene.activeCamera;
<mask> if (this.ignoreCameraMaxZ && scene.activeCamera && !scene._isInIntermediateRendering()) { <mask> oldCameraMaxZ = scene.activeCamera.maxZ; <mask> scene.activeCamera.maxZ = 0; <mask> scene.updateTransformMatrix(true); <mask> } <mask> <mask> if (th...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa
src/Meshes/mesh.ts
if (oldCamera) { oldCamera.maxZ = oldCameraMaxZ; scene.updateTransformMatrix(true); }
<mask> <mask> let material = subMesh.getMaterial(); <mask> if (!material) { <mask> return this; <mask> } <mask> <mask> // Material <mask> if (!instanceDataStorage.isFrozen || !this._effectiveMaterial || this._effectiveMaterial !== material) { </s> Fix #9674...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa
src/Meshes/mesh.ts
if (oldCamera) { oldCamera.maxZ = oldCameraMaxZ; scene.updateTransformMatrix(true); }
<mask> // Material <mask> if (!instanceDataStorage.isFrozen || !this._effectiveMaterial || this._effectiveMaterial !== material) { <mask> if (material._storeEffectOnSubMeshes) { <mask> if (!material.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) { <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa
src/Meshes/mesh.ts
if (oldCamera) { oldCamera.maxZ = oldCameraMaxZ; scene.updateTransformMatrix(true); }
<mask> } <mask> return this; <mask> } <mask> } else if (!material.isReady(this, hardwareInstancedRendering)) { <mask> return this; <mask> } <mask> <mask> this._effectiveMaterial = material; <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa
src/Meshes/mesh.ts
if (oldCamera) { oldCamera.maxZ = oldCameraMaxZ; scene.updateTransformMatrix(true); }
<mask> } <mask> <mask> if (!effect) { <mask> return this; <mask> } <mask> <mask> const effectiveMesh = effectiveMeshReplacement || this._effectiveMesh; <mask> </s> Fix #9674 ignoreCameraZ Former-commit-id: 06ecd0830f11cd395387faba0f8541d4c434757e </s> remove ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa
src/Meshes/mesh.ts
if (oldCamera) { oldCamera.maxZ = oldCameraMaxZ;
<mask> if (this._internalMeshDataInfo._onAfterRenderObservable) { <mask> this._internalMeshDataInfo._onAfterRenderObservable.notifyObservers(this); <mask> } <mask> <mask> if (this.ignoreCameraMaxZ && scene.activeCamera && !scene._isInIntermediateRendering()) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa
src/Meshes/mesh.ts
// Check setAttribute in case of workers if (this._renderingCanvas && this._renderingCanvas.setAttribute) {
<mask> this._creationOptions = options; <mask> const versionToLog = `Babylon.js v${ThinEngine.Version}`; <mask> console.log(versionToLog + ` - ${this.description}`); <mask> <mask> if (this._renderingCanvas) { <mask> this._renderingCanvas.setAttribute('data-engine', ver...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8
src/Engines/thinEngine.ts
import { Observable } from "../../Misc/observable";
<mask> import { Constants } from "../../Engines/constants"; <mask> import { HDRTools } from "../../Misc/HighDynamicRange/hdr"; <mask> import { CubeMapToSphericalPolynomialTools } from "../../Misc/HighDynamicRange/cubemapToSphericalPolynomial"; <mask> import { RegisterClass } from '../../Misc/typeStore'; <mask> imp...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8
src/Materials/Textures/hdrCubeTexture.ts
private _onLoad: () => void;
<mask> private _noMipmap: boolean; <mask> private _prefilterOnLoad: boolean; <mask> private _textureMatrix: Matrix; <mask> private _size: number; <mask> private _onLoad: Nullable<() => void> = null; <mask> private _onError: Nullable<() => void> = null; <mask> <mask> /** <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8
src/Materials/Textures/hdrCubeTexture.ts
/** * Observable triggered once the texture has been loaded. */ public onLoadObservable: Observable<HDRCubeTexture> = new Observable<HDRCubeTexture>();
<mask> public get boundingBoxSize(): Vector3 { <mask> return this._boundingBoxSize; <mask> } <mask> <mask> /** <mask> * Instantiates an HDRTexture from the following parameters. <mask> * <mask> * @param url The location of the HDR raw data (Panorama stored in RGBE format) <m...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8
src/Materials/Textures/hdrCubeTexture.ts
this._onLoad = () => { this.onLoadObservable.notifyObservers(this); if (onLoad) { onLoad(); } }
<mask> this.hasAlpha = false; <mask> this.isCube = true; <mask> this._textureMatrix = Matrix.Identity(); <mask> this._prefilterOnLoad = prefilterOnLoad; <mask> this._onLoad = onLoad; <mask> this._onError = onError; <mask> this.gammaSpace = gammaSpace; <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8
src/Materials/Textures/hdrCubeTexture.ts
} else {
<mask> this.loadTexture(); <mask> } else { <mask> this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED; <mask> } <mask> } else if (onLoad) { <mask> if (this._texture.isReady) { <mask> Tools.SetImmediate(() => onLoad()...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8
src/Materials/Textures/hdrCubeTexture.ts
Tools.SetImmediate(() => this._onLoad());
<mask> this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED; <mask> } <mask> } else if (onLoad) { <mask> if (this._texture.isReady) { <mask> Tools.SetImmediate(() => onLoad()); <mask> } else { <mask> this._texture.onL...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8
src/Materials/Textures/hdrCubeTexture.ts
this._texture.onLoadedObservable.add(this._onLoad);
<mask> } else if (onLoad) { <mask> if (this._texture.isReady) { <mask> Tools.SetImmediate(() => onLoad()); <mask> } else { <mask> this._texture.onLoadedObservable.add(onLoad); <mask> } <mask> } <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8
src/Materials/Textures/hdrCubeTexture.ts
/** * Dispose the texture and release its associated resources. */ public dispose(): void { this.onLoadObservable.clear(); super.dispose(); }
<mask> } <mask> <mask> /** <mask> * Parses a JSON representation of an HDR Texture in order to create the texture <mask> * @param parsedTexture Define the JSON representation <mask> * @param scene Define the scene the texture should be created in </s> Fix babylon worker and texture WhenAl...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8
src/Materials/Textures/hdrCubeTexture.ts
<mask> grid-row: 1; <mask> grid-column: 1; <mask> background: rgba(72, 72, 72, 1); <mask> color: white; <mask> font-size: 24px; <mask> text-align: center; <mask> display: grid; <mask> grid-template-rows: 100%; <mask> grid-template-columns: calc(100% - 74px) 30px 7px 30px 7px...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac
packages/dev/sharedUiComponents/src/nodeGraphSystem/graphFrame.modules.scss
.expanded { font-size: 24px; }
<mask> height: 12px; <mask> } <mask> } <mask> <mask> .collapsed { <mask> height: auto !important; <mask> width: 200px !important; <mask> z-index: 3; <mask> font-size: 16px; </s> Some fixes for NME CSS Former-commit-id: 9c4919b144a95826d36056178c1f7a76f06c743b </s> remove ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac
packages/dev/sharedUiComponents/src/nodeGraphSystem/graphFrame.modules.scss
this.element.classList.add(styles.collapsed); this.element.classList.remove(styles.expanded);
<mask> this._ownerCanvas._frameIsMoving = true; <mask> <mask> // Need to delegate the outside ports to the frame <mask> if (value) { <mask> this.element.classList.add(styles["collapsed"]); <mask> <mask> this._moveFrame((this.width - this._collapsedWidth) / 2, 0);...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac
packages/dev/sharedUiComponents/src/nodeGraphSystem/graphFrame.ts
this.element.classList.add(styles.expanded); this.element.classList.remove(styles.collapsed);
<mask> this._createFramePorts(); <mask> <mask> this._markFramePortPositions(); <mask> } else { <mask> this.element.classList.remove(styles["collapsed"]); <mask> this._outputPortContainer.innerHTML = ""; <mask> this._inputPortContainer.innerHTML...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac
packages/dev/sharedUiComponents/src/nodeGraphSystem/graphFrame.ts
import styles from "./blockNodeData.modules.scss";
<mask> import type { IPortData } from "shared-ui-components/nodeGraphSystem/interfaces/portData"; <mask> import { ConnectionPointPortData } from "./connectionPointPortData"; <mask> import triangle from "../imgs/triangle.svg"; <mask> import square from "../imgs/square.svg"; <mask> <mask> export class BlockNodeDat...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac
packages/tools/nodeEditor/src/graphSystem/blockNodeData.ts
iconDiv.classList.add(styles.hidden);
<mask> } <mask> <mask> public prepareHeaderIcon(iconDiv: HTMLDivElement, img: HTMLImageElement) { <mask> if (this.data.getClassName() === "ElbowBlock") { <mask> iconDiv.classList.remove("visible"); <mask> return; <mask> } <mask> <mask> if (this.data.tar...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac
packages/tools/nodeEditor/src/graphSystem/blockNodeData.ts
<mask> return; <mask> } <mask> <mask> if (this.data.target === NodeMaterialBlockTargets.Fragment) { <mask> iconDiv.classList.add("visible"); <mask> iconDiv.title = "In the fragment shader"; <mask> img.src = square; <mask> <mask> retu...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac
packages/tools/nodeEditor/src/graphSystem/blockNodeData.ts
<mask> return; <mask> } <mask> <mask> if (this.data.target === NodeMaterialBlockTargets.Vertex) { <mask> iconDiv.classList.add("visible"); <mask> iconDiv.title = "In the vertex shader"; <mask> img.src = triangle; <mask> <mask> return...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac
packages/tools/nodeEditor/src/graphSystem/blockNodeData.ts
iconDiv.classList.add(styles.hidden);
<mask> <mask> return; <mask> } <mask> <mask> iconDiv.classList.remove("visible"); <mask> } <mask> <mask> public constructor(public data: NodeMaterialBlock, nodeContainer: INodeContainer) { <mask> if (data.inputs) { <mask> this.data.inputs.forEach((inp...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac
packages/tools/nodeEditor/src/graphSystem/blockNodeData.ts
this.blurScale = 2; this._blurBoxOffset = 0;
<mask> function ShadowGenerator(mapSize, light) { <mask> var _this = this; <mask> // Members <mask> this.filter = ShadowGenerator.FILTER_NONE; <mask> this.blurSize = 2; <mask> this._darkness = 0; <mask> this._bias = 0.0001; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.js
this._bias = 0.00005;
<mask> // Members <mask> this.filter = ShadowGenerator.FILTER_NONE; <mask> this.blurSize = 2; <mask> this._darkness = 0; <mask> this._bias = 0.0001; <mask> this._transparencyShadow = false; <mask> this._viewMatrix = BABYLON.Matri...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.js
this._mapSize = mapSize;
<mask> this._worldViewProjection = BABYLON.Matrix.Zero(); <mask> this._light = light; <mask> this._scene = light.getScene(); <mask> light._shadowGenerator = this; <mask> // Render target <mask> this._shadowMap = new BABYLON.RenderTargetTextur...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.js
if (!_this.useBlurVarianceShadowMap) {
<mask> this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; <mask> this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; <mask> this._shadowMap.renderParticles = false; <mask> this._shadowMap.onAfterUnbind = function () { <mask> if (_this.f...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.js
_this._downSamplePostprocess = new BABYLON.PassPostProcess("downScale", 1.0 / _this.blurScale, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, _this._scene.getEngine());
<mask> if (!_this._shadowMap2) { <mask> _this._shadowMap2 = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, _this._scene, false); <mask> _this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; <mask> _this._shadowMa...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.js
_this.blurBoxOffset = 1;
<mask> _this._downSamplePostprocess = new BABYLON.PassPostProcess("downScale", 1.0 / _this.blurSize, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, _this._scene.getEngine()); <mask> _this._downSamplePostprocess.onApply = function (effect) { <mask> effect.s...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.js
this._shadowMap.onClear = function (engine) { if (_this.useBlurVarianceShadowMap || _this.useVarianceShadowMap) { engine.clear(new BABYLON.Color4(0, 0, 0, 0), true, true); } else { engine.clear(new BABYLON.Color4(1.0, 1....
<mask> } <mask> }; <mask> } <mask> Object.defineProperty(ShadowGenerator, "FILTER_NONE", { <mask> // Static <mask> get: function () { </s> New option for soft shadows. Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s> remove ...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.js
return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (!this._light.supportsVSM() && (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP));
<mask> configurable: true <mask> }); <mask> Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", { <mask> get: function () { <mask> return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING; <mask> }, <mask> set...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.js
this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList);
<mask> if (this._light.needRefreshPerFrame() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) { <mask> this._cachedPosition = lightPosition.clone(); <mask> this._cachedDirect...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.js
ShadowGenerator.prototype._packHalf = function (depth) { var scale = depth * 255.0; var fract = scale - Math.floor(scale); return new BABYLON.Vector2(depth - fract / 255.0, fract); };
<mask> ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) { <mask> this._transparencyShadow = hasShadow; <mask> }; <mask> ShadowGenerator.prototype.dispose = function () { <mask> this._shadowMap.dispose(); <mask> if (this._shadowMap2)...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.js
public blurScale = 2; private _blurBoxOffset = 0; public get blurBoxOffset(): number { return this._blurBoxOffset; } public set blurBoxOffset(value:number) { if (this._blurBoxOffset === value) { return; } this._bl...
<mask> } <mask> <mask> // Members <mask> public filter = ShadowGenerator.FILTER_NONE; <mask> public blurSize = 2; <mask> <mask> public get useVarianceShadowMap(): boolean { <mask> return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && this._light...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (!this._light.supportsVSM() && ( this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP ));
<mask> this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE); <mask> } <mask> <mask> public get usePoissonSampling(): boolean { <mask> return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING; <mask> } <mask> p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
private _bias = 0.00005;
<mask> private _scene: Scene; <mask> private _shadowMap: RenderTargetTexture; <mask> private _shadowMap2: RenderTargetTexture; <mask> private _darkness = 0; <mask> private _bias = 0.0001; <mask> private _transparencyShadow = false; <mask> private _effect: E...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
private _mapSize: number;
<mask> private _currentRenderID: number; <mask> private _downSamplePostprocess: PassPostProcess; <mask> private _boxBlurPostprocess: PostProcess; <mask> <mask> constructor(mapSize: number, light: IShadowLight) { <mask> this._light = light; <mask> this._sce...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
this._mapSize = mapSize;
<mask> this._light = light; <mask> this._scene = light.getScene(); <mask> <mask> light._shadowGenerator = this; <mask> <mask> // Render target </s> New option for soft shadows. Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s> remove t...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
if (!this.useBlurVarianceShadowMap) {
<mask> this._shadowMap.wrapV = Texture.CLAMP_ADDRESSMODE; <mask> this._shadowMap.renderParticles = false; <mask> <mask> this._shadowMap.onAfterUnbind = () => { <mask> if (this.filter !== ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
this._downSamplePostprocess = new PassPostProcess("downScale", 1.0 / this.blurScale, null, Texture.NEAREST_SAMPLINGMODE, this._scene.getEngine());
<mask> this._shadowMap2 = new RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false); <mask> this._shadowMap2.wrapU = Texture.CLAMP_ADDRESSMODE; <mask> this._shadowMap2.wrapV = Texture.CLAMP_ADDRESSMODE; <mask> <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
this.blurBoxOffset = 1;
<mask> this._downSamplePostprocess = new PassPostProcess("downScale", 1.0 / this.blurSize, null, Texture.NEAREST_SAMPLINGMODE, this._scene.getEngine()); <mask> this._downSamplePostprocess.onApply = effect => { <mask> effect.setTexture("textureSampler", ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
this._shadowMap.onClear = (engine: Engine) => { if (this.useBlurVarianceShadowMap || this.useVarianceShadowMap) { engine.clear(new Color4(0, 0, 0, 0), true, true); } else { engine.clear(new Color4(1.0, 1.0, 1.0, 1.0), true, true); ...
<mask> }; <mask> <mask> } <mask> <mask> public isReady(subMesh: SubMesh, useInstances: boolean): boolean { <mask> var defines = []; </s> New option for soft shadows. Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s> remove public getVSMOffset(): n...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList);
<mask> this._cachedDirection = lightDirection.clone(); <mask> <mask> Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), Vector3.Up(), this._viewMatrix); <mask> <mask> this._light.setShadowProjectionMatrix(this._projectionMatrix, this._vie...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
private _packHalf(depth: number): Vector2 { var scale = depth * 255.0; var fract = scale - Math.floor(scale); return new Vector2(depth - fract / 255.0, fract); }
<mask> } <mask> <mask> public dispose(): void { <mask> this._shadowMap.dispose(); <mask> <mask> if (this._shadowMap2) { <mask> this._shadowMap2.dispose(); </s> New option for soft shadows. Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s>...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
this.shadowOrthoScale = 0.1;
<mask> __extends(DirectionalLight, _super); <mask> function DirectionalLight(name, direction, scene) { <mask> _super.call(this, name, scene); <mask> this.direction = direction; <mask> this.shadowOrthoScale = 1.1; <mask> this.shadowOrthoDepthScale = 3...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.js
DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
<mask> DirectionalLight.prototype.setDirectionToTarget = function (target) { <mask> this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position)); <mask> return this.direction; <mask> }; <mask> DirectionalLight.prototype.setShadowProjectionMatrix = funct...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.js
<mask> var orthoLeft = Number.MAX_VALUE; <mask> var orthoRight = Number.MIN_VALUE; <mask> var orthoTop = Number.MIN_VALUE; <mask> var orthoBottom = Number.MAX_VALUE; <mask> var orthoNear = Number.MAX_VALUE; <mask> var orthoFar = Number.MIN_VA...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.js
<mask> if (tempVector3.x > orthoRight) <mask> orthoRight = tempVector3.x; <mask> if (tempVector3.y > orthoTop) <mask> orthoTop = tempVector3.y; <mask> if (tempVector3.z < orthoNear) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.js
var xOffset = orthoRight - orthoLeft; var yOffset = orthoTop - orthoBottom; BABYLON.Matrix.OrthoOffCenterLHToRef(orthoLeft - xOffset * this.shadowOrthoScale, orthoRight + xOffset * this.shadowOrthoScale, orthoBottom - yOffset * this.shadowOrthoScale, orthoTop + yOffset * this.shadowO...
<mask> if (tempVector3.z > orthoFar) <mask> orthoFar = tempVector3.z; <mask> } <mask> } <mask> var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale; <mask> var orthoHeight = Math...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.js
public shadowOrthoScale = 0.1;
<mask> private _transformedDirection: Vector3; <mask> public transformedPosition: Vector3; <mask> private _worldMatrix: Matrix; <mask> <mask> public shadowOrthoScale = 1.1; <mask> public shadowOrthoDepthScale = 3; <mask> <mask> constructor(name: string, public d...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.ts
public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {
<mask> this.direction = Vector3.Normalize(target.subtract(this.position)); <mask> return this.direction; <mask> } <mask> <mask> public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.ts
<mask> var orthoLeft = Number.MAX_VALUE; <mask> var orthoRight = Number.MIN_VALUE; <mask> var orthoTop = Number.MIN_VALUE; <mask> var orthoBottom = Number.MAX_VALUE; <mask> var orthoNear = Number.MAX_VALUE; <mask> var orthoFar = Number.MIN_VA...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.ts
<mask> if (tempVector3.x > orthoRight) <mask> orthoRight = tempVector3.x; <mask> if (tempVector3.y > orthoTop) <mask> orthoTop = tempVector3.y; <mask> <mask> if (tempVector3.z < orthoNear) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.ts
var xOffset = orthoRight - orthoLeft; var yOffset = orthoTop - orthoBottom;
<mask> orthoFar = tempVector3.z; <mask> } <mask> } <mask> <mask> var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale; <mask> var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) *...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.ts
Matrix.OrthoOffCenterLHToRef( orthoLeft - xOffset * this.shadowOrthoScale, orthoRight + xOffset * this.shadowOrthoScale, orthoBottom - yOffset * this.shadowOrthoScale, orthoTop + yOffset * this.shadowOrthoScale, -activ...
<mask> <mask> Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, useVSM ? -orthoDepth : activeCamera.minZ, orthoDepth, matrix); <mask> } <mask> <mask> public getVSMOffset(): number { <mask> return 0.55; <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.directionalLight.ts
setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
<mask> <mask> computeTransformedPosition(): boolean; <mask> getScene(): Scene; <mask> <mask> setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void; <mask> <mask> getVSMOffset(): number; <mask> supportsVSM(...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.light.ts
<mask> getScene(): Scene; <mask> <mask> setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void; <mask> <mask> getVSMOffset(): number; <mask> supportsVSM(): boolean; <mask> needRefreshPerFrame(): boolean; <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.light.ts
SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
<mask> } <mask> SpotLight.prototype.getAbsolutePosition = function () { <mask> return this.transformedPosition ? this.transformedPosition : this.position; <mask> }; <mask> SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) {...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.spotLight.js
<mask> SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { <mask> var activeCamera = this.getScene().activeCamera; <mask> BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.spotLight.js
public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {
<mask> public getAbsolutePosition(): Vector3 { <mask> return this.transformedPosition ? this.transformedPosition : this.position; <mask> } <mask> <mask> public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.spotLight.ts
<mask> var activeCamera = this.getScene().activeCamera; <mask> Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix); <mask> } <mask> <mask> public getVSMOffset(): number { <mask> return 0.2; <mask> } <mask> <ma...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Lights/babylon.spotLight.ts
else if (parsedShadowGenerator.useVarianceShadowMap) { shadowGenerator.useVarianceShadowMap = true; } else if (parsedShadowGenerator.useBlurVarianceShadowMap) { shadowGenerator.useBlurVarianceShadowMap = true; } if (parsedShadow...
<mask> } <mask> if (parsedShadowGenerator.usePoissonSampling) { <mask> shadowGenerator.usePoissonSampling = true; <mask> } <mask> else { <mask> shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap; <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Loading/Plugins/babylon.babylonFileLoader.js
} else if (parsedShadowGenerator.useVarianceShadowMap) { shadowGenerator.useVarianceShadowMap = true; } else if (parsedShadowGenerator.useBlurVarianceShadowMap) { shadowGenerator.useBlurVarianceShadowMap = true; } if (parsedShadowGenerator.bias) { sha...
<mask> } <mask> <mask> if (parsedShadowGenerator.usePoissonSampling) { <mask> shadowGenerator.usePoissonSampling = true; <mask> } else { <mask> shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap; <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Loading/Plugins/babylon.babylonFileLoader.ts
var newSound = new BABYLON.Sound(soundName, soundUrl, scene,() => { scene._removePendingData(newSound); }, options);
<mask> panningModel: parsedSound.panningModel, <mask> playbackRate: parsedSound.playbackRate <mask> }; <mask> <mask> var newSound = new BABYLON.Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options); <mask> scene._addPendingData(n...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Loading/Plugins/babylon.babylonFileLoader.ts
if (this.onClear) { this.onClear(engine); } else { engine.clear(scene.clearColor, true, true); }
<mask> if (this.onBeforeRender) { <mask> this.onBeforeRender(); <mask> } <mask> // Clear <mask> engine.clear(scene.clearColor, true, true); <mask> if (!this._doNotChangeAspectRatio) { <mask> scene.updateTransformMatrix(tr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Materials/Textures/babylon.renderTargetTexture.js
public onClear: (engine: Engine) => void;
<mask> public onAfterRender: () => void; <mask> public onAfterUnbind: () => void; <mask> public activeCamera: Camera; <mask> public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeT...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Materials/Textures/babylon.renderTargetTexture.ts
if (this.onClear) { this.onClear(engine); } else { engine.clear(scene.clearColor, true, true); }
<mask> this.onBeforeRender(); <mask> } <mask> <mask> // Clear <mask> engine.clear(scene.clearColor, true, true); <mask> <mask> if (!this._doNotChangeAspectRatio) { <mask> scene.updateTransformMatrix(true); <mask> } <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Materials/Textures/babylon.renderTargetTexture.ts
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
<mask> var shadowGenerator = light.getShadowGenerator(); <mask> if (mesh.receiveShadows && shadowGenerator) { <mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix()); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Materials/babylon.standardMaterial.js
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
<mask> var shadowGenerator = light.getShadowGenerator(); <mask> if (mesh.receiveShadows && shadowGenerator) { <mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix()); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Materials/babylon.standardMaterial.ts
uniform vec3 shadowsInfo0;
<mask> uniform vec3 vLightSpecular0; <mask> #ifdef SHADOW0 <mask> varying vec4 vPositionFromLight0; <mask> uniform sampler2D shadowSampler0; <mask> uniform vec4 shadowsInfo0; <mask> #endif <mask> #ifdef SPOTLIGHT0 <mask> uniform vec4 vLightDirection0; <mask> #endif <mask> #ifdef HEMILIGHT0 </s> New option fo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
uniform vec3 shadowsInfo1;
<mask> uniform vec3 vLightSpecular1; <mask> #ifdef SHADOW1 <mask> varying vec4 vPositionFromLight1; <mask> uniform sampler2D shadowSampler1; <mask> uniform vec4 shadowsInfo1; <mask> #endif <mask> #ifdef SPOTLIGHT1 <mask> uniform vec4 vLightDirection1; <mask> #endif <mask> #ifdef HEMILIGHT1 </s> New option fo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
uniform vec3 shadowsInfo2;
<mask> uniform vec3 vLightSpecular2; <mask> #ifdef SHADOW2 <mask> varying vec4 vPositionFromLight2; <mask> uniform sampler2D shadowSampler2; <mask> uniform vec4 shadowsInfo2; <mask> #endif <mask> #ifdef SPOTLIGHT2 <mask> uniform vec4 vLightDirection2; <mask> #endif <mask> #ifdef HEMILIGHT2 </s> New option fo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
uniform vec3 shadowsInfo3;
<mask> uniform vec3 vLightSpecular3; <mask> #ifdef SHADOW3 <mask> varying vec4 vPositionFromLight3; <mask> uniform sampler2D shadowSampler3; <mask> uniform vec4 shadowsInfo3; <mask> #endif <mask> #ifdef SPOTLIGHT3 <mask> uniform vec4 vLightDirection3; <mask> #endif <mask> #ifdef HEMILIGHT3 </s> New option fo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
float ChebychevInequality(vec2 moments, float t, float bias)
<mask> return visibility; <mask> } <mask> <mask> // Thanks to http://devmaster.net/ <mask> float ChebychevInequality(vec2 moments, float t, float offset) <mask> { <mask> if (t <= moments.x) <mask> { <mask> return 1.0; <mask> } </s> New option for soft shadows. Former-commit-id: db3708b8411fcf3dfcd45...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
return 0.0;
<mask> float ChebychevInequality(vec2 moments, float t, float offset) <mask> { <mask> if (t <= moments.x) <mask> { <mask> return 1.0; <mask> } <mask> <mask> float variance = moments.y - (moments.x * moments.x); <mask> variance = max(variance, 0.02); <mask> </s> New option for soft shadows. Former-...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
variance = max(variance, 0.02 + bias);
<mask> return 1.0; <mask> } <mask> <mask> float variance = moments.y - (moments.x * moments.x); <mask> variance = max(variance, 0.02); <mask> <mask> float d = t - moments.x; <mask> return clamp(variance / (variance + d * d) - offset, 0., 1.0); <mask> } <mask> </s> New option for soft shadows. For...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
return clamp(variance / (variance + d * d) - 0.05, 0.0, 1.0);
<mask> float variance = moments.y - (moments.x * moments.x); <mask> variance = max(variance, 0.02); <mask> <mask> float d = t - moments.x; <mask> return clamp(variance / (variance + d * d) - offset, 0., 1.0); <mask> } <mask> <mask> float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSample...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias)
<mask> float d = t - moments.x; <mask> return clamp(variance / (variance + d * d) - offset, 0., 1.0); <mask> } <mask> <mask> float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset) <mask> { <mask> vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w; <mask> vec2 uv ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
return 1.0 - ChebychevInequality(moments, depth.z, bias);
<mask> <mask> vec4 texel = texture2D(shadowSampler, uv); <mask> <mask> vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw)); <mask> return 1.0 - ChebychevInequality(moments, depth.z, offset); <mask> } <mask> #endif <mask> <mask> // Bump <mask> #ifdef BUMP </s> New option for soft shadows. ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z);
<mask> lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a); <mask> #endif <mask> #ifdef SHADOW0 <mask> #ifdef SHADOWVSM0 <mask> shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w); <mask> #else <mask> #...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z);
<mask> info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a); <mask> #endif <mask> #ifdef SHADOW1 <mask> #ifdef SHADOWVSM1 <mask> shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w); <mask> #else <mask> #ifdef SHADOWP...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z);
<mask> info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a); <mask> #endif <mask> #ifdef SHADOW2 <mask> #ifdef SHADOWVSM2 <mask> shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w); <mask> #else <mask> #ifdef SHADOWP...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z);
<mask> info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a); <mask> #endif <mask> #ifdef SHADOW3 <mask> #ifdef SHADOWVSM3 <mask> shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w); <mask> #else <mask> #ifdef SHADOWP...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/default.fragment.fx
<mask> <mask> // Parameters <mask> uniform vec2 screenSize; <mask> <mask> vec4 pack(float depth) <mask> { <mask> const vec4 bit_shift = vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0); <mask> const vec4 bit_mask = vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); <mask> <mask> vec4 res = fract(de...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/depthBoxBlur.fragment.fx
<mask> <mask> return color - (color.yy * bitOffset); <mask> } <mask> <mask> #ifndef VSM <mask> varying vec4 vPosition; <mask> #endif <mask> <mask> #ifdef ALPHATEST <mask> varying vec2 vUV; </s> New option for soft shadows. Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s> remove #endif <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/shadowMap.fragment.fx
<mask> } <mask> <mask> #ifndef VSM <mask> varying vec4 vPosition; <mask> #endif <mask> <mask> #ifdef ALPHATEST <mask> varying vec2 vUV; <mask> uniform sampler2D diffuseSampler; <mask> #endif </s> New option for soft shadows. Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s> remove #ifndef V...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243
Babylon/Shaders/shadowMap.fragment.fx