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* Disposes the SPS. * Returns nothing.
<mask> this._rotMatrix.m[15] = 1.0; <mask> } <mask> <mask> /** <mask> * Disposes the SPS <mask> */ <mask> public dispose(): void { <mask> this.mesh.dispose(); <mask> this.vars = null; <mask> // drop references to internal...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
* doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility * Returns the SPS.
<mask> } <mask> <mask> /** <mask> * Visibilty helper : Recomputes the visible size according to the mesh bounding box <mask> * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility <mask> */ <mask> public refreshVisibleSize(): void { <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
public refreshVisibleSize(): SolidParticleSystem {
<mask> /** <mask> * Visibilty helper : Recomputes the visible size according to the mesh bounding box <mask> * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility <mask> */ <mask> public refreshVisibleSize(): void { <mask> if (!this._is...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
return this;
<mask> if (!this._isVisibilityBoxLocked) { <mask> this.mesh.refreshBoundingInfo(); <mask> } <mask> } <mask> <mask> /** <mask> * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box. <mask> * @p...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
"additionalCameras", "postProcesses", "renderingPipeline", "additionalRenderingPipeline", "depthRenderer", "geometryBufferRenderer", "additionalPostProcesses",
<mask> "standardMaterial", "pbrMaterial", "freeCamera", "arcRotateCamera", "hemisphericLight", <mask> "pointLight", "directionalLight", "spotLight", "animations", "actions", "sprites", "picking", "collisions", <mask> "particles", "solidParticles", "additionalMeshes", ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
Tools/Gulp/config.json
"geometryBufferRenderer" :
<mask> "instancesVertex", <mask> "bonesVertex" <mask> ] <mask> }, <mask> "geometryRenderer" : <mask> { <mask> "files": [ <mask> "../../src/Rendering/babylon.geometryRenderer.js" <mask> ], <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
Tools/Gulp/config.json
"../../src/Rendering/babylon.geometryBufferRenderer.js"
<mask> }, <mask> "geometryRenderer" : <mask> { <mask> "files": [ <mask> "../../src/Rendering/babylon.geometryRenderer.js" <mask> ], <mask> "dependUpon" : [ <mask> "core" <mask> ], <mask> "shad...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
Tools/Gulp/config.json
export interface IMultiRenderTargetOptions { generateMipMaps: boolean, types: number[], samplingModes: number[], generateDepthBuffer: boolean, generateStencilBuffer: boolean, generateDepthTexture: boolean, textureCount: number };
<mask> module BABYLON { <mask> export class MultiRenderTarget extends RenderTargetTexture { <mask> <mask> private _webGLTextures: WebGLTexture[]; <mask> private _textures: Texture[]; <mask> private _count: number; <mask> </s> fixing protected, adding interface for options Former-...
[ "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/Materials/Textures/babylon.multiRenderTarget.ts
public get isSupported(): boolean { var engine = this.getScene().getEngine(); return engine.webGLVersion > 1 || engine.getCaps().drawBuffersExtension; } private _multiRenderTargetOptions: IMultiRenderTargetOptions;
<mask> private _webGLTextures: WebGLTexture[]; <mask> private _textures: Texture[]; <mask> private _count: number; <mask> <mask> protected _multiRenderTargetOptions: { <mask> generateMipMaps: boolean, <mask> types: number[], <mask> samplingMod...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/Materials/Textures/babylon.multiRenderTarget.ts
private _onAfterUnbindObserver: Observer<RenderTargetTexture>;
<mask> * @type {BABYLON.Observable} <mask> */ <mask> public onAfterUnbindObservable = new Observable<RenderTargetTexture>(); <mask> <mask> protected _onAfterUnbindObserver: Observer<RenderTargetTexture>; <mask> public set onAfterUnbind(callback: () => void) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/Materials/Textures/babylon.renderTargetTexture.ts
private _onBeforeRenderObserver: Observer<number>;
<mask> * @type {BABYLON.Observable} <mask> */ <mask> public onBeforeRenderObservable = new Observable<number>(); <mask> <mask> protected _onBeforeRenderObserver: Observer<number>; <mask> public set onBeforeRender(callback: (faceIndex: number) => void) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/Materials/Textures/babylon.renderTargetTexture.ts
private _onAfterRenderObserver: Observer<number>;
<mask> * @type {BABYLON.Observable} <mask> */ <mask> public onAfterRenderObservable = new Observable<number>(); <mask> <mask> protected _onAfterRenderObserver: Observer<number>; <mask> public set onAfterRender(callback: (faceIndex: number) => void) { <mask> if...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/Materials/Textures/babylon.renderTargetTexture.ts
private _onClearObserver: Observer<Engine>;
<mask> * @type {BABYLON.Observable} <mask> */ <mask> public onClearObservable = new Observable<Engine>(); <mask> <mask> protected _onClearObserver: Observer<Engine>; <mask> public set onClear(callback: (Engine: Engine) => void) { <mask> if (this._onClearObserv...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/Materials/Textures/babylon.renderTargetTexture.ts
@serialize("samples")
<mask> /** <mask> * Number of samples used for the SSAO calculations. Default value is 8 <mask> * @type {number} <mask> */ <mask> @serialize() <mask> private _samples: number = 8; <mask> <mask> /** <mask> * Are we using bilateral blur ? <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/PostProcess/babylon.ssao2RenderingPipeline.ts
@serialize("expensiveBlur")
<mask> /** <mask> * Are we using bilateral blur ? <mask> * @type {boolean} <mask> */ <mask> @serialize() <mask> private _expensiveBlur: boolean = true; <mask> public set expensiveBlur(b: boolean) { <mask> this._scene.postProcessRenderPipelineMa...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/PostProcess/babylon.ssao2RenderingPipeline.ts
<mask> public get expensiveBlur(): boolean { <mask> return this._expensiveBlur; <mask> } <mask> <mask> <mask> public set samples(n: number) { <mask> this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras); <m...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "re...
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/PostProcess/babylon.ssao2RenderingPipeline.ts
this._depthTexture = scene.enableGeometryBufferRenderer().getGBuffer().depthTexture; this._normalTexture = scene.enableGeometryBufferRenderer().getGBuffer().textures[1];
<mask> }; <mask> <mask> // Set up assets <mask> this._createRandomTexture(); <mask> this._depthTexture = scene.enableGeometryRenderer().getGBuffer().depthTexture; <mask> this._normalTexture = scene.enableGeometryRenderer().getGBuffer().textures[1]; <m...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/PostProcess/babylon.ssao2RenderingPipeline.ts
public dispose(disableGeometryBufferRenderer: boolean = false): void {
<mask> <mask> /** <mask> * Removes the internal pipeline assets and detatches the pipeline from the scene cameras <mask> */ <mask> public dispose(disableGeometryRenderer: boolean = false): void { <mask> for (var i = 0; i < this._scene.cameras.length; i++) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/PostProcess/babylon.ssao2RenderingPipeline.ts
if (disableGeometryBufferRenderer) this._scene.disableGeometryBufferRenderer();
<mask> } <mask> <mask> this._randomTexture.dispose(); <mask> <mask> if (disableGeometryRenderer) <mask> this._scene.disableGeometryRenderer(); <mask> <mask> this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name,...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/PostProcess/babylon.ssao2RenderingPipeline.ts
private _geometryBufferRenderer: GeometryBufferRenderer;
<mask> <mask> private _debugLayer: DebugLayer; <mask> <mask> private _depthRenderer: DepthRenderer; <mask> private _geometryRenderer: GeometryRenderer; <mask> <mask> private _uniqueIdCounter = 0; <mask> <mask> private _pickedDownMesh: AbstractMesh; <mask> pr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/babylon.scene.ts
if (this._geometryBufferRenderer) { this._renderTargets.push(this._geometryBufferRenderer.getGBuffer());
<mask> this._renderTargets.push(this._depthRenderer.getDepthMap()); <mask> } <mask> <mask> // Geometry renderer <mask> if (this._geometryRenderer) { <mask> this._renderTargets.push(this._geometryRenderer.getGBuffer()); <mask> } <ma...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/babylon.scene.ts
public enableGeometryBufferRenderer(ratio: number = 1): GeometryBufferRenderer { if (this._geometryBufferRenderer) { return this._geometryBufferRenderer;
<mask> this._depthRenderer.dispose(); <mask> this._depthRenderer = null; <mask> } <mask> <mask> public enableGeometryRenderer(ratio: number = 1): GeometryRenderer { <mask> if (this._geometryRenderer) { <mask> return this._geometryRenderer; <ma...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/babylon.scene.ts
this._geometryBufferRenderer = new GeometryBufferRenderer(this, ratio);
<mask> if (this._geometryRenderer) { <mask> return this._geometryRenderer; <mask> } <mask> <mask> this._geometryRenderer = new GeometryRenderer(this, ratio); <mask> <mask> return this._geometryRenderer; <mask> } <mask> <mask> p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/babylon.scene.ts
return this._geometryBufferRenderer;
<mask> } <mask> <mask> this._geometryRenderer = new GeometryRenderer(this, ratio); <mask> <mask> return this._geometryRenderer; <mask> } <mask> <mask> public disableGeometryRenderer(): void { <mask> if (!this._geometryRenderer) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/babylon.scene.ts
public disableGeometryBufferRenderer(): void { if (!this._geometryBufferRenderer) {
<mask> <mask> return this._geometryRenderer; <mask> } <mask> <mask> public disableGeometryRenderer(): void { <mask> if (!this._geometryRenderer) { <mask> return; <mask> } <mask> <mask> this._geometryRenderer.dispose(); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/babylon.scene.ts
this._geometryBufferRenderer.dispose(); this._geometryBufferRenderer = null;
<mask> if (!this._geometryRenderer) { <mask> return; <mask> } <mask> <mask> this._geometryRenderer.dispose(); <mask> this._geometryRenderer = null; <mask> } <mask> <mask> public freezeMaterials(): void { <mask> for (...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23b41f7b9a7ff776a0b9e231bbdfbe60d166c67d
src/babylon.scene.ts
let controlFirst = options ? options.controlFirst : true;
<mask> <mask> public static AddHeader(control: Control, text: string, size: string | number, options: { isHorizontal: boolean, controlFirst: boolean }): StackPanel { <mask> let panel = new BABYLON.GUI.StackPanel("panel"); <mask> let isHorizontal = options ? options.isHorizon...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
gui/src/controls/control.ts
private _imageProcessingEnabled: boolean = true;
<mask> <mask> // Values <mask> private _bloomEnabled: boolean = false; <mask> private _fxaaEnabled: boolean = false; <mask> private _imageProcessingEnabled: boolean = false; <mask> private _defaultPipelineTextureType: number; <mask> private _bloomScale: num...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/RenderPipeline/Pipelines/babylon.defaultRenderingPipeline.ts
public set imageProcessingEnabled(enabled: boolean) { if (this._imageProcessingEnabled === enabled) { return; } this._imageProcessingEnabled = enabled; this._buildPipeline(); } @serialize() public get imageProces...
<mask> return this._fxaaEnabled; <mask> } <mask> <mask> /** <mask> * @constructor <mask> * @param {string} name - The rendering pipeline name <mask> * @param {BABYLON.Scene} scene - The scene linked to this pipeline </s> Add non linear mode for imageproces...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/RenderPipeline/Pipelines/babylon.defaultRenderingPipeline.ts
if (this._imageProcessingEnabled) { this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType); if (this._hdr) { this.addEffect(new...
<mask> } <mask> this.copyBack.autoClear = false; <mask> } <mask> <mask> this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType); <mask> if (this._hdr) { <mask> this.a...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/RenderPipeline/Pipelines/babylon.defaultRenderingPipeline.ts
this.addEffect(new PostProcessRenderEffect(engine, this.FxaaPostProcessId, () => { return this.fxaa; }, true)); this.fxaa.autoClear = !this.bloomEnabled && !this.imageProcessing;
<mask> } <mask> <mask> if (this.fxaaEnabled) { <mask> this.fxaa = new FxaaPostProcess("fxaa", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType); <mask> this.addEffect(new PostProcessRenderEffect(engine, this.FxaaPostProcessId, () => { ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/RenderPipeline/Pipelines/babylon.defaultRenderingPipeline.ts
this.finalMerge.autoClear = !this.bloomEnabled && !this.imageProcessing;
<mask> this.fxaa.autoClear = false; <mask> } else { <mask> this.finalMerge = new BABYLON.PassPostProcess("finalMerge", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType); <mask> this.addEffect(new PostProcessRenderEffect(engine, this.FinalMe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/RenderPipeline/Pipelines/babylon.defaultRenderingPipeline.ts
this.copyBack.shareOutputWith(this.blurX); if (this.imageProcessing) { this.imageProcessing.shareOutputWith(this.pass); this.imageProcessing.autoClear = false; } else if (this.fxaa) { this.fxaa.shareOutputWith(this.pass); } else { ...
<mask> } <mask> <mask> if (this.bloomEnabled) { <mask> if (this._hdr) { // Share render targets to save memory <mask> this.copyBack.shareOutputWith(this.blurX); <mask> this.imageProcessing.shareOutputWith(this.pass); <mask> this.imageProcessing.autoClear = false; <mask> } else...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/RenderPipeline/Pipelines/babylon.defaultRenderingPipeline.ts
private _colorCurvesEnabled = true;
<mask> export class ImageProcessingPostProcess extends PostProcess { <mask> private _colorGradingTexture: BaseTexture; <mask> public colorGradingWeight: number = 1.0; <mask> public colorCurves = new ColorCurves(); <mask> <mask> public cameraFov = 0.5; <mask> <mask> public vignetteStretch =...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
private _vignetteEnabled = true;
<mask> public vignetteWeight = 1.5; <mask> public vignetteColor: BABYLON.Color4 = new BABYLON.Color4(0, 0, 0, 0); <mask> private _vignetteBlendMode = ImageProcessingPostProcess.VIGNETTEMODE_MULTIPLY; <mask> <mask> public cameraContrast = 1.0; <mask> public cameraExposure = 1.68; <mask> private _came...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
public cameraExposure = 1.68;
<mask> public vignetteColor: BABYLON.Color4 = new BABYLON.Color4(0, 0, 0, 0); <mask> private _vignetteBlendMode = ImageProcessingPostProcess.VIGNETTEMODE_MULTIPLY; <mask> <mask> public cameraContrast = 1.0; <mask> public cameraExposureValue = 1.5; <mask> private _cameraToneMappingEnabled = true; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
private _fromLinearSpace = false;
<mask> private _cameraToneMappingEnabled = true; <mask> <mask> public get colorGradingTexture(): BaseTexture { <mask> return this._colorGradingTexture; <mask> } <mask> </s> Add non linear mode for imageprocessing Former-commit-id: bc1e1b3e89afffbd975813b6fd0401e1b24b1e7f </s> re...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
} public get colorCurvesEnabled(): boolean { return this._colorCurvesEnabled; } public set colorCurvesEnabled(value: boolean) { if (this._colorCurvesEnabled === value) { return; } this._colorCurvesEnabled = v...
<mask> } <mask> <mask> this._vignetteBlendMode = value; <mask> this._updateParameters(); <mask> } <mask> <mask> public get cameraToneMappingEnabled(): boolean { <mask> return this._cameraToneMappingEnabled; <mask> } <mask> </s> A...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
if (this._colorCurvesEnabled) { ColorCurves.Bind(this.colorCurves, effect); }
<mask> this.onApply = (effect: Effect) => { <mask> let aspectRatio = this.aspectRatio; <mask> <mask> // Color <mask> ColorCurves.Bind(this.colorCurves, effect); <mask> <mask> // Vignette <mask> let vig...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
if (this._vignetteEnabled) { // Vignette let vignetteScaleY = Math.tan(this.cameraFov * 0.5); let vignetteScaleX = vignetteScaleY * aspectRatio;
<mask> <mask> // Color <mask> ColorCurves.Bind(this.colorCurves, effect); <mask> <mask> // Vignette <mask> let vignetteScaleY = Math.tan(this.cameraFov * 0.5); <mask> let vignetteScaleX = vignetteScaleY * aspectRat...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
let vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY); vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch); vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStr...
<mask> // Vignette <mask> let vignetteScaleY = Math.tan(this.cameraFov * 0.5); <mask> let vignetteScaleX = vignetteScaleY * aspectRatio; <mask> <mask> let vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
effect.setFloat4('vignetteSettings1', vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
<mask> let vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY); <mask> vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch); <mask> vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.v...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
let vignettePower = -2.0 * this.vignetteWeight; effect.setFloat4('vignetteSettings2', this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower); }
<mask> vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch); <mask> <mask> effect.setFloat4('vignetteSettings1', vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY); <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
effect.setFloat('cameraExposureLinear', Math.pow(2.0, -this.cameraExposure) * Math.PI);
<mask> effect.setFloat4('vignetteSettings2', this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower); <mask> <mask> // Contrast and exposure <mask> effect.setFloat('contrast', this.cameraContrast); <mask> effect.setFloat('cam...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
if (this._vignetteEnabled) { defines += "#define VIGNETTE\r\n"; if (this.vignetteBlendMode === ImageProcessingPostProcess._VIGNETTEMODE_MULTIPLY) { defines += "#define VIGNETTEBLENDMODEMULTIPLY\r\n"; } else { defi...
<mask> defines = "#define COLORGRADING\r\n"; <mask> samplers.push("txColorTransform"); <mask> } <mask> <mask> if (this.vignetteBlendMode === ImageProcessingPostProcess._VIGNETTEMODE_MULTIPLY) { <mask> defines += "#define VIGNETTEBLENDMODEMUL...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
if (this._colorCurvesEnabled && this.colorCurves) { defines += "#define COLORCURVES\r\n"; } if (this._fromLinearSpace) { defines += "#define FROMLINEARSPACE\r\n"; }
<mask> if (this.cameraToneMappingEnabled) { <mask> defines += "#define TONEMAPPING\r\n"; <mask> } <mask> <mask> this.updateEffect(defines, null, samplers); <mask> } <mask> <mask> // Statics <mask> private static _VIGNETTEMODE_MULTIPL...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/PostProcess/babylon.imageProcessingPostProcess.ts
const float LinearEncodePowerApprox = 2.2;
<mask> varying vec2 vUV; <mask> uniform sampler2D textureSampler; <mask> <mask> const float GammaEncodePowerApprox = 1.0 / 2.2; <mask> const vec3 RGBLuminanceCoefficients = vec3(0.2126, 0.7152, 0.0722); <mask> <mask> uniform float contrast; <mask> uniform vec4 vignetteSettings1; </s> Add non linear mode for ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/Shaders/imageProcessing.fragment.fx
#ifndef FROMLINEARSPACE // Need to move to linear space for subsequent operations result.rgb = pow(result.rgb, vec3(LinearEncodePowerApprox)); #endif
<mask> vec4 applyImageProcessing(vec4 result, vec2 viewportXY){ <mask> <mask> result.rgb *= cameraExposureLinear; <mask> <mask> #ifdef VIGNETTE <mask> //vignette </s> Add non linear mode for imageprocessing Former-commit-id: bc1e1b3e89afffbd975813b6fd0401e1b24b1e7f </s> remove //vignette vec3 vignetteXY...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/Shaders/imageProcessing.fragment.fx
#ifdef VIGNETTE //vignette vec3 vignetteXY1 = vec3(viewportXY * vignetteSettings1.xy + vignetteSettings1.zw, 1.0); float vignetteTerm = dot(vignetteXY1, vignetteXY1); float vignette = pow(vignetteTerm, vignetteSettings2.w);
<mask> vec4 applyImageProcessing(vec4 result, vec2 viewportXY){ <mask> <mask> result.rgb *= cameraExposureLinear; <mask> <mask> //vignette <mask> vec3 vignetteXY1 = vec3(viewportXY * vignetteSettings1.xy + vignetteSettings1.zw, 1.0); <mask> float vignetteTerm = dot(vignetteXY1, vignetteXY1); <mask> float...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/Shaders/imageProcessing.fragment.fx
// Interpolate between the artist 'color' and white based on the physical transmission value 'vignette'. vec3 vignetteColor = vignetteSettings2.rgb;
<mask> vec3 vignetteXY1 = vec3(viewportXY * vignetteSettings1.xy + vignetteSettings1.zw, 1.0); <mask> float vignetteTerm = dot(vignetteXY1, vignetteXY1); <mask> float vignette = pow(vignetteTerm, vignetteSettings2.w); <mask> <mask> // Interpolate between the artist 'color' and white based on the physical tran...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/250829377e331c8cae3fb9b28af2c936960e5222
src/Shaders/imageProcessing.fragment.fx
var glslangOptions = { jsPath: "/dist/preview release/glslang/glslang.js", wasmPath: "/dist/preview release/glslang/glslang.wasm" }; var twgslOptions = { jsPath: "/dist/preview re...
<mask> globalObject.canvas = canvas; <mask> <mask> if (useWebGPU) { <mask> globalObject.createDefaultEngine = async function () { <mask> var engine = new WebGPUEngine(canvas, { <mask> deviceDescriptor: { <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/25c99e97a4798fa89addf84e9ca65c6203533931
Playground/src/components/rendererComponent.tsx
await engine.initAsync(glslangOptions, twgslOptions);
<mask> "depth32float-stencil8", <mask> ], <mask> }, <mask> }); <mask> await engine.initAsync(); <mask> return engine; <mask> }; <mask> } els...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/25c99e97a4798fa89addf84e9ca65c6203533931
Playground/src/components/rendererComponent.tsx
var twgslOptions = { jsPath: "/dist/preview release/twgsl/twgsl.js", wasmPath: "/dist/preview release/twgsl/twgsl.wasm" };
<mask> wasmPath: "../../dist/preview%20release/glslang/glslang.wasm" <mask> }; <mask> <mask> const options = { <mask> deviceDescriptor: { <mask> requiredFeatures: [ <mask> "texture-compression-bc", </s> Use local TWGSL when appropriate...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/25c99e97a4798fa89addf84e9ca65c6203533931
tests/validation/validation.js
engine.initAsync(glslangOptions, twgslOptions).then(() => resolve());
<mask> engine.enableOfflineSupport = false; <mask> engine.useReverseDepthBuffer = useReverseDepthBuffer == 1 || useReverseDepthBuffer == "true"; <mask> if (engine.useReverseDepthBuffer) console.log("Forcing reverse depth buffer in all tests"); <mask> return new Promise((resolve) => {...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/25c99e97a4798fa89addf84e9ca65c6203533931
tests/validation/validation.js
this._webVRCamera.attachPostProcess(this._postProcessMove)
<mask> this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 8; <mask> this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 10; <mask> <mask> this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, () => { <mask> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/266d2646eb297a68a3dcc9818a3e7d48103f7606
src/Cameras/VR/babylon.vrExperienceHelper.ts
this._webVRCamera.detachPostProcess(this._postProcessMove)
<mask> this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 10; <mask> this._postProcessMove.imageProcessingConfiguration.vignetteEnabled = true; <mask> <mask> this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, () => { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/266d2646eb297a68a3dcc9818a3e7d48103f7606
src/Cameras/VR/babylon.vrExperienceHelper.ts
imageProcessingConfiguration.applyByPostProcess = true;
<mask> // Setup the configuration as forced by the constructor. This would then not force the <mask> // scene materials output in linear space and let untouched the default forward pass. <mask> if (imageProcessingConfiguration) { <mask> this._attachImageProcessin...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/266d2646eb297a68a3dcc9818a3e7d48103f7606
src/PostProcess/babylon.imageProcessingPostProcess.ts
// This will cause the shader to be compiled
<mask> // Setup the configuration as forced by the constructor. This would then not force the <mask> // scene materials output in linear space and let untouched the default forward pass. <mask> if (imageProcessingConfiguration) { <mask> this._attachImageProcessin...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/266d2646eb297a68a3dcc9818a3e7d48103f7606
src/PostProcess/babylon.imageProcessingPostProcess.ts
private _setEnabled(enabled: boolean) {
<mask> } <mask> } <mask> } <mask> <mask> private _setState(enabled: boolean) { <mask> this._enabled = enabled; <mask> } <mask> <mask> private _setRenderTargetState(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) { <mask> prePassRenderTarget.ena...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRenderer.ts
private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {
<mask> private _setState(enabled: boolean) { <mask> this._enabled = enabled; <mask> } <mask> <mask> private _setRenderTargetState(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) { <mask> prePassRenderTarget.enabled = enabled; <mask> } <mask> <mask> /** <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRenderer.ts
this._setEnabled(true);
<mask> } <mask> } <mask> <mask> this._reinitializeAttachments(); <mask> this._setState(true); <mask> this._updateGeometryBufferLayout(); <mask> } <mask> <mask> private _disable() { <mask> this._setState(false); </s> second batch of review Former...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRenderer.ts
this._setEnabled(false);
<mask> this._updateGeometryBufferLayout(); <mask> } <mask> <mask> private _disable() { <mask> this._setState(false); <mask> <mask> for (let i = 0; i < this.renderTargets.length; i++) { <mask> this._setRenderTargetState(this.renderTargets[i], false); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRenderer.ts
this._setRenderTargetEnabled(this.renderTargets[i], false);
<mask> private _disable() { <mask> this._setState(false); <mask> <mask> for (let i = 0; i < this.renderTargets.length; i++) { <mask> this._setRenderTargetState(this.renderTargets[i], false); <mask> } <mask> <mask> this._resetLayout(); <mask> <mask> fo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRenderer.ts
break;
<mask> if (postProcesses[i]?.getClassName() === "ImageProcessingPostProcess") { <mask> isIPPAlreadyPresent = true; <mask> } <mask> } <mask> } <mask> <mask> return isIPPAlreadyPresent; </s> second batch of review Former-commit-id:...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRenderer.ts
<mask> for (let i = 0; i < this._scene.materials.length; i++) { <mask> if (this._scene.materials[i].setPrePassRenderer(this)) { <mask> enablePrePass = true; <mask> <mask> this._setRenderTargetState(this.defaultRT, true); <mask> } <mask> } ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRenderer.ts
if (enablePrePass) { this._setRenderTargetEnabled(this.defaultRT, true); }
<mask> enablePrePass = true; <mask> <mask> } <mask> } <mask> <mask> let postProcesses; <mask> <mask> for (let i = 0; i < this.renderTargets.length; i++) { <mask> if (this.renderTargets[i].renderTargetTexture) { <mask> postProce...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRenderer.ts
this._setRenderTargetEnabled(this.renderTargets[i], true);
<mask> <mask> if (postProcesses) { <mask> for (let j = 0; j < postProcesses.length; j++) { <mask> if (postProcesses[j].setPrePassRenderer(this)) { <mask> this._setRenderTargetState(this.renderTargets[i], true); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRenderer.ts
// Release textures first
<mask> * Rebuilds the elements related to this component in case of <mask> * context lost for instance. <mask> */ <mask> public rebuild(): void { <mask> this.scene.disablePrePassRenderer(); <mask> <mask> // Re-enable <mask> this.scene.enablePrePassRenderer(); <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRendererSceneComponent.ts
// Re-enable
<mask> */ <mask> public rebuild(): void { <mask> // Release textures first <mask> this.scene.disablePrePassRenderer(); <mask> this.scene.enablePrePassRenderer(); <mask> } <mask> <mask> /** <mask> * Disposes the component and the associated ressources </s> second ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2769529f8bd21b5a55a7d0b0c4b584549618d492
src/Rendering/prePassRendererSceneComponent.ts
//# sourceMappingURL=babylon.BoundingBox.js.map
<mask> return BoundingBox; <mask> })(); <mask> BABYLON.BoundingBox = BoundingBox; <mask> })(BABYLON || (BABYLON = {})); <mask> //# sourceMappingURL=babylon.boundingBox.js.map </s> Shadow add Poisson Sampling Former-commit-id: b248cefa3501b933cd49b14a19b6a67f7571bd21 </s> remove //# sourceMapping...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Culling/babylon.boundingBox.js
this.usePoissonSampling = false;
<mask> // Members <mask> this.useVarianceShadowMap = true; <mask> this._darkness = 0; <mask> this._transparencyShadow = false; <mask> this._viewMatrix = BABYLON.Matrix.Zero(); <mask> this._projectionMatrix = BABYLON.Matrix.Zero(); <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Lights/Shadows/babylon.shadowGenerator.js
if (shadowGenerator.usePoissonSampling) { defines.push("#define SHADOWPCF" + lightIndex); if (lightIndex > 0) { optionalDefines.push(defines[defines.length - 1]); } ...
<mask> if (lightIndex > 0) { <mask> optionalDefines.push(defines[defines.length - 1]); <mask> } <mask> } <mask> } <mask> <mask> lightIndex++; <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Materials/babylon.standardMaterial.js
if (shadowGenerator.usePoissonSampling) { defines.push("#define SHADOWPCF" + lightIndex); if (lightIndex > 0) { optionalDefines.push(defines[defines.length - 1]); } ...
<mask> } <mask> } <mask> } <mask> <mask> lightIndex++; <mask> if (lightIndex == maxSimultaneousLights) </s> Shadow add Poisson Sampling Former-commit-id: b248cefa3501b933cd49b14a19b6a67f7571bd21
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Materials/babylon.standardMaterial.ts
//# sourceMappingURL=babylon.InstancedMesh.js.map
<mask> return InstancedMesh; <mask> })(BABYLON.AbstractMesh); <mask> BABYLON.InstancedMesh = InstancedMesh; <mask> })(BABYLON || (BABYLON = {})); <mask> //# sourceMappingURL=babylon.instancedMesh.js.map </s> Shadow add Poisson Sampling Former-commit-id: b248cefa3501b933cd49b14a19b6a67f7571bd21 <...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Mesh/babylon.InstancedMesh.js
#else #ifdef SHADOWPCF0 shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0);
<mask> #ifdef SHADOW0 <mask> #ifdef SHADOWVSM0 <mask> shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0); <mask> #else <mask> shadow = computeShadow(vPositionFromLight0, shadowSampler0, darkness0); <mask> #endif <mask> #endif </s> Shadow add Poisson Sampling Former-commit-id: b248cefa3501b93...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Shaders/default.fragment.fx
#endif
<mask> shadow = computeShadow(vPositionFromLight0, shadowSampler0, darkness0); <mask> #endif <mask> #else <mask> shadow = 1.; <mask> #endif <mask> diffuseBase += info.diffuse * shadow; </s> Shadow add Poisson Sampling Former-commit-id: b248cefa3501b933cd49b14a19b6a67f7571bd21
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Shaders/default.fragment.fx
#else #ifdef SHADOWPCF1 shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1);
<mask> #ifdef SHADOWVSM1 <mask> shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1); <mask> #else <mask> shadow = computeShadow(vPositionFromLight1, shadowSampler1, darkness1); <mask> #endif <mask> #endif <mask> #else <mask> shadow = 1.; </s> Shadow add Poisson Sampling Former-commit-id: b2...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Shaders/default.fragment.fx
#endif
<mask> shadow = computeShadow(vPositionFromLight1, shadowSampler1, darkness1); <mask> #endif <mask> #else <mask> shadow = 1.; <mask> #endif <mask> diffuseBase += info.diffuse * shadow; </s> Shadow add Poisson Sampling Former-commit-id: b248cefa3501b933cd49b14a19b6a67f7571bd21
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Shaders/default.fragment.fx
#else #ifdef SHADOWPCF2 shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2);
<mask> #ifdef SHADOWVSM2 <mask> shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2); <mask> #else <mask> shadow = computeShadow(vPositionFromLight2, shadowSampler2, darkness2); <mask> #endif <mask> #endif <mask> #else </s> Shadow add Poisson Sampling Former-commit-id: b248cefa3501b933cd49b1...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Shaders/default.fragment.fx
#endif
<mask> shadow = computeShadow(vPositionFromLight2, shadowSampler2, darkness2); <mask> #endif <mask> #else <mask> shadow = 1.; <mask> #endif <mask> diffuseBase += info.diffuse * shadow; </s> Shadow add Poisson Sampling Former-commit-id: b248cefa3501b933cd49b14a19b6a67f7571bd21
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Shaders/default.fragment.fx
#else #ifdef SHADOWPCF3 shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3);
<mask> #ifdef SHADOWVSM3 <mask> shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3); <mask> #else <mask> shadow = computeShadow(vPositionFromLight3, shadowSampler3, darkness3); <mask> #endif <mask> #endif </s> Shadow add Poisson Sampling Former-commit-id: b248cefa3501b933cd49b14a19b6a67f7571...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Shaders/default.fragment.fx
#endif
<mask> shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3); <mask> #else <mask> shadow = computeShadow(vPositionFromLight3, shadowSampler3, darkness3); <mask> #endif <mask> #else <mask> shadow = 1.; <mask> #endif <mask> diffuseBase += info.diffuse * shadow; </s> Shadow add Poisson Sampling ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/27b432e894cc9f4668ddb7f0bf0e5a0b48224699
Babylon/Shaders/default.fragment.fx
public static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean, instance?: LinesMesh): LinesMesh; public static CreateLines(name: string, options: { points: Vector3[], updatable?: boolean, instance?: LinesMesh }, scene: Scene): LinesMesh; public static CreateLines(n...
<mask> return torusKnot; <mask> } <mask> <mask> // Lines <mask> public static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean, linesInstance: LinesMesh = null): LinesMesh { <mask> if (linesInstance) { // lines update <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28227fb20f85404c0e846572dc8a8aba10e02261
src/Mesh/babylon.mesh.ts
instance.updateMeshPositions(positionFunction, false); return instance;
<mask> positions[i + 2] = points[p].z; <mask> i += 3; <mask> } <mask> }; <mask> linesInstance.updateMeshPositions(positionFunction, false); <mask> return linesInstance; <mask> } <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28227fb20f85404c0e846572dc8a8aba10e02261
src/Mesh/babylon.mesh.ts
var vertexData = VertexData.CreateLines(options); vertexData.applyToMesh(lines, updatable || options.updatable);
<mask> } <mask> <mask> // lines creation <mask> var lines = new LinesMesh(name, scene); <mask> var vertexData = VertexData.CreateLines(points); <mask> vertexData.applyToMesh(lines, updatable); <mask> return lines; <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28227fb20f85404c0e846572dc8a8aba10e02261
src/Mesh/babylon.mesh.ts
public SS_MASK_FROM_THICKNESS_TEXTURE_GLTF = false;
<mask> <mask> public SS_MASK_FROM_THICKNESS_TEXTURE = false; <mask> <mask> public UNLIT = false; <mask> <mask> public DEBUGMODE = 0; <mask> </s> WIP - volume Former-commit-id: 032a88483052602f7403e230939e430ee6d613c6
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/283945fcbccc88ee1099e0b932ef88f61a473c07
src/Materials/PBR/pbrBaseMaterial.ts
SS_MASK_FROM_THICKNESS_TEXTURE_GLTF: boolean;
<mask> SS_LINKREFRACTIONTOTRANSPARENCY: boolean; <mask> SS_ALBEDOFORREFRACTIONTINT: boolean; <mask> <mask> SS_MASK_FROM_THICKNESS_TEXTURE: boolean; <mask> <mask> /** @hidden */ <mask> _areTexturesDirty: boolean; <mask> } <mask> </s> WIP - volume Former-commit-id: 032a88483052602f7403e...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/283945fcbccc88ee1099e0b932ef88f61a473c07
src/Materials/PBR/pbrSubSurfaceConfiguration.ts
private _useMaskFromThicknessTextureGltf = false; /** * Stores the intensity of the different subsurface effects in the thickness texture. This variation * matches the channel-packing that is used by glTF. * * the red channel is the transmission intensity. * * the green channel is the t...
<mask> <mask> private _scene: Scene; <mask> <mask> /** @hidden */ <mask> private _internalMarkAllSubMeshesAsTexturesDirty: () => void; <mask> private _internalMarkScenePrePassDirty: () => void; <mask> </s> WIP - volume Former-commit-id: 032a88483052602f7403e230939e430ee6d613c6
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/283945fcbccc88ee1099e0b932ef88f61a473c07
src/Materials/PBR/pbrSubSurfaceConfiguration.ts
defines.SS_MASK_FROM_THICKNESS_TEXTURE_GLTF = false;
<mask> defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled; <mask> defines.SS_SCATTERING = this._isScatteringEnabled; <mask> defines.SS_THICKNESSANDMASK_TEXTURE = false; <mask> defines.SS_MASK_FROM_THICKNESS_TEXTURE = false; <mask> defines.SS_REFRACTION...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/283945fcbccc88ee1099e0b932ef88f61a473c07
src/Materials/PBR/pbrSubSurfaceConfiguration.ts
defines.SS_MASK_FROM_THICKNESS_TEXTURE_GLTF = this._useMaskFromThicknessTextureGltf;
<mask> } <mask> <mask> defines.SS_MASK_FROM_THICKNESS_TEXTURE = this._useMaskFromThicknessTexture; <mask> } <mask> <mask> if (this._isRefractionEnabled) { <mask> if (scene.texturesEnabled) { <mask> var refractionTextur...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/283945fcbccc88ee1099e0b932ef88f61a473c07
src/Materials/PBR/pbrSubSurfaceConfiguration.ts
#ifdef SS_SCATTERING scatteringIntensity *= thicknessMap.a; #endif #elif SS_MASK_FROM_THICKNESS_TEXTURE_GLTF #ifdef SS_REFRACTION refractionIntensity *= thicknessMap.r; #elif defined(SS_TRANSLUCENCY) transluce...
<mask> translucencyIntensity *= thicknessMap.b; <mask> #endif <mask> #endif <mask> #else <mask> float thickness = vThicknessParam.y; <mask> #endif <mask> <mask> // _________________________________________________________________________________________ ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/283945fcbccc88ee1099e0b932ef88f61a473c07
src/Shaders/ShadersInclude/pbrBlockSubSurface.fx
"@types/node": "^8.0.53", "base64-image-loader": "^1.2.0",
<mask> "license": "(Apache-2.0)", <mask> "devDependencies": { <mask> "css-loader": "^0.25.0", <mask> "deepmerge": "^2.0.1", <mask> "del": "2.2.2", <mask> "es6-promise": "^4.1.1", <mask> "exports-loader": "^0.6.3", <mask> "gulp": "^3.8.11", </s> gulp npm u...
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https://github.com/BabylonJS/Babylon.js/commit/28baed5a96e5098b7a0ac6046948514aaf3d40f0
Tools/Gulp/package.json
"deepmerge": "^2.0.1",
<mask> "devDependencies": { <mask> "@types/node": "^8.0.53", <mask> "base64-image-loader": "^1.2.0", <mask> "css-loader": "^0.25.0", <mask> "del": "2.2.2", <mask> "es6-promise": "^4.1.1", <mask> "exports-loader": "^0.6.3", <mask> "gulp": "^3.8.11", <m...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28baed5a96e5098b7a0ac6046948514aaf3d40f0
Tools/Gulp/package.json
"es6-promise": "^4.1.1",
<mask> "base64-image-loader": "^1.2.0", <mask> "css-loader": "^0.25.0", <mask> "deepmerge": "^2.0.1", <mask> "del": "2.2.2", <mask> "exports-loader": "^0.6.3", <mask> "gulp": "^3.8.11", <mask> "gulp-changed-in-place": "2.0.3", <mask> "gulp-clean-ts...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28baed5a96e5098b7a0ac6046948514aaf3d40f0
Tools/Gulp/package.json
"gulp-typescript": "^3.2.3",
<mask> "gulp-rename": "~1.2.2", <mask> "gulp-replace": "~0.5.3", <mask> "gulp-sass": "3.1.0", <mask> "gulp-sourcemaps": "~1.9.1", <mask> "gulp-typescript": "^3.2.2", <mask> "gulp-uglify": "^2.1.2", <mask> "gulp-util": "~3.0.4", <mask> "gulp-webserv...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28baed5a96e5098b7a0ac6046948514aaf3d40f0
Tools/Gulp/package.json
"handlebars": "^4.0.11", "html-loader": "^0.5.1",
<mask> "gulp-typescript": "^3.2.3", <mask> "gulp-uglify": "^2.1.2", <mask> "gulp-util": "~3.0.4", <mask> "gulp-webserver": "^0.9.1", <mask> "imports-loader": "^0.7.0", <mask> "json-loader": "^0.5.7", <mask> "merge2": "~0.3.5", <mask> "minimist": "^...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28baed5a96e5098b7a0ac6046948514aaf3d40f0
Tools/Gulp/package.json
"json-loader": "^0.5.7",
<mask> "handlebars": "^4.0.11", <mask> "html-loader": "^0.5.1", <mask> "imports-loader": "^0.7.0", <mask> "merge2": "~0.3.5", <mask> "minimist": "^1.2.0", <mask> "run-sequence": "~1.1.0", <mask> "style-loader": "^0.13.1", <mask> "through2": "~0.6.5...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28baed5a96e5098b7a0ac6046948514aaf3d40f0
Tools/Gulp/package.json
"ts-loader": "^3.1.1",
<mask> "style-loader": "^0.13.1", <mask> "through2": "~0.6.5", <mask> "typescript": "~2.6.1", <mask> "webpack-stream": "^4.0.0" <mask> }, <mask> "scripts": { <mask> "install": "npm --prefix ../../Playground/ install ../../Playground/ && gulp typescript-compile && g...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28baed5a96e5098b7a0ac6046948514aaf3d40f0
Tools/Gulp/package.json
"webpack-stream": "^4.0.0"
<mask> "run-sequence": "~1.1.0", <mask> "style-loader": "^0.13.1", <mask> "through2": "~0.6.5", <mask> "typescript": "~2.6.1", <mask> "webpack-stream": "^3.2.0" <mask> }, <mask> "scripts": { <mask> "install": "npm --prefix ../../Playground/ install ../../P...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28baed5a96e5098b7a0ac6046948514aaf3d40f0
Tools/Gulp/package.json
<mask> <mask> public createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, textureType = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture { ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/28dee39f17bbcae30275272c356662de612d48fb
src/Engines/nativeEngine.ts