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* - spriteSize: the size of the sprite (in pixels), if null the size of the given texture will be used, default is null. * - spriteLocation: the location (in pixels) in the texture of the top/left corner of the Sprite to display, default is null (0,0)
<mask> * options: <mask> * - id a text identifier, for information purpose <mask> * - position: the X & Y positions relative to its parent. Alternatively the x and y properties can be set. Default is [0;0] <mask> * - origin: define the normalized origin point location, default...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.sprite2d.ts
* - marginTop: top margin, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString) * - marginLeft: left margin, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString) * - marginRight: right margin, can be a number (will be pixels) or a s...
<mask> * - spriteLocation: the location in the texture of the top/left corner of the Sprite to display, default is null (0,0) <mask> * - invertY: if true the texture Y will be inverted, default is false. <mask> * - alignToPixel: if true the sprite's texels will be aligned to the renderi...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.sprite2d.ts
rotation ?: number, scale ?: number,
<mask> id ?: string, <mask> position ?: Vector2, <mask> x ?: number, <mask> y ?: number, <mask> origin ?: Vector2, <mask> spriteSize ?: Size, <mask> spriteLocati...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.sprite2d.ts
<mask> paddingLeft ?: number | string, <mask> paddingRight ?: number | string, <mask> paddingBottom ?: number | string, <mask> padding ?: string, <mask> paddingHAlignment?: number, <mask> paddingVAlignment?: number, <mas...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.sprite2d.ts
/** * Primitive that render text using a specific font */
<mask> } <mask> <mask> @className("Text2D") <mask> export class Text2D extends RenderablePrim2D { <mask> static TEXT2D_MAINPARTID = 1; <mask> <mask> public static fontProperty: Prim2DPropInfo; <mask> public static defaultFontColorProperty: Prim2DPropInfo; </s> Canvas2D: In...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
/** * Get/set the font name to use, using HTML CSS notation. * Set is not supported right now. */
<mask> public static sizeProperty: Prim2DPropInfo; <mask> <mask> @modelLevelProperty(RenderablePrim2D.RENDERABLEPRIM2D_PROPCOUNT + 1, pi => Text2D.fontProperty = pi, false, true) <mask> public get fontName(): string { <mask> return this._fontName; <mask> } <mask> </...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
/** * Get/set the font default color */
<mask> } <mask> <mask> @dynamicLevelProperty(RenderablePrim2D.RENDERABLEPRIM2D_PROPCOUNT + 2, pi => Text2D.defaultFontColorProperty = pi) <mask> public get defaultFontColor(): Color4 { <mask> return this._defaultFontColor; <mask> } <mask> <mask> public set d...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
/** * Get/set the text to render. * \n \t character are supported. */
<mask> <mask> @instanceLevelProperty(RenderablePrim2D.RENDERABLEPRIM2D_PROPCOUNT + 3, pi => Text2D.textProperty = pi, false, true) <mask> public get text(): string { <mask> return this._text; <mask> } <mask> <mask> public set text(value: string) { </s> Canvas2D: Inl...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
/** * Get/set the size of the area where the text is drawn. * You should not set this size, the default behavior compute the size based on the actual text. */
<mask> <mask> @instanceLevelProperty(RenderablePrim2D.RENDERABLEPRIM2D_PROPCOUNT + 4, pi => Text2D.sizeProperty = pi) <mask> public get size(): Size { <mask> if (this._size != null) { <mask> return this._size; <mask> } <mask> return this.textSi...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
/** * Get the actual size of the Text2D primitive */
<mask> public set size(value: Size) { <mask> this._size = value; <mask> } <mask> <mask> public get actualSize(): Size { <mask> if (this._actualSize) { <mask> return this._actualSize; <mask> } </s> Canvas2D: Inline doc updated (#1201) ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
/** * Get the area that bounds the text associated to the primitive */
<mask> return this.size; <mask> } <mask> <mask> public get textSize(): Size { <mask> if (!this._textSize) { <mask> if (this.owner) { <mask> let newSize = this.fontTexture.measureText(this._text, this._tabulationSize); </s> Canvas2D: In...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
/** * Dispose the primitive, remove it from its parent */
<mask> } <mask> <mask> public dispose(): boolean { <mask> if (!super.dispose()) { <mask> return false; <mask> } <mask> </s> Canvas2D: Inline doc updated (#1201) * Change text drawing starting location to the right place in case of multi-line * Fix te...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
<mask> } <mask> <mask> /** <mask> * Create a Text primitive <mask> * @param parent the parent primitive, must be a valid primitive (or the Canvas) <mask> * @param text the text to display <mask> * Options: <mask> * - id a text identifier, for inform...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
* @param settings a combination of settings, possible ones are * - parent: the parent primitive/canvas, must be specified if the primitive is not constructed as a child of another one (i.e. as part of the children array setting) * - children: an array of direct children
<mask> /** <mask> * Create a Text primitive <mask> * @param parent the parent primitive, must be a valid primitive (or the Canvas) <mask> * @param text the text to display <mask> * Options: <mask> * - id a text identifier, for information purpose <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
* - rotation: the initial rotation (in radian) of the primitive. default is 0 * - scale: the initial scale of the primitive. default is 1
<mask> * - children: an array of direct children <mask> * - id a text identifier, for information purpose <mask> * - position: the X & Y positions relative to its parent. Alternatively the x and y properties can be set. Default is [0;0] <mask> * - origin: define the normalize...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
* - marginTop: top margin, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString) * - marginLeft: left margin, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString) * - marginRight: right margin, can be a number (will be pixels) or a s...
<mask> * - defaultColor: the color by default to apply on each letter of the text to display, default is plain white. <mask> * - areaSize: the size of the area in which to display the text, default is auto-fit from text content. <mask> * - tabulationSize: number of space character to in...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
rotation ?: number, scale ?: number,
<mask> id ?: string, <mask> position ?: Vector2, <mask> x ?: number, <mask> y ?: number, <mask> origin ?: Vector2, <mask> fontName ?: string, <mask> defaultFon...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
<mask> paddingLeft ?: number | string, <mask> paddingRight ?: number | string, <mask> paddingBottom ?: number | string, <mask> padding ?: string, <mask> paddingHAlignment?: number, <mask> paddingVAlignment?: number, <mas...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4
src/Canvas2d/babylon.text2d.ts
cell.diffuseTexture = new BABYLON.Texture("/Playground/textures/amiga.jpg", scene);
<mask> window.prepareCell = function() { <mask> var cell = new BABYLON.CellMaterial("cell", scene); <mask> cell.diffuseTexture = new BABYLON.Texture("/playground/textures/amiga.jpg", scene); <mask> cell.diffuseTexture.uScale = cell.diffuseTexture.vScale = 3; <mask> cell.computeHighLevel = true; <mask> <m...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addCell.js
mix.mixTexture1 = new BABYLON.Texture("/Playground/textures/mixMap.png", scene); mix.mixTexture2 = new BABYLON.Texture("/Playground/textures/mixMap_2.png", scene);
<mask> window.prepareMix = function() { <mask> var mix = new BABYLON.MixMaterial("mix", scene); <mask> mix.specularColor = new BABYLON.Color3(0.5, 0.5, 0.5); <mask> mix.specularPower = 64; <mask> mix.mixTexture1 = new BABYLON.Texture("/playground/textures/mixMap.png", scene); <mask> mix.mixTex...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addMix.js
mix.diffuseTexture1 = new BABYLON.Texture("/Playground/textures/floor.png", scene); mix.diffuseTexture2 = new BABYLON.Texture("/Playground/textures/rock.png", scene); mix.diffuseTexture3 = new BABYLON.Texture("/Playground/textures/grass.png", scene); mix.diffuseTexture4 = new BABYLON.Texture("/Playgr...
<mask> mix.specularPower = 64; <mask> mix.mixTexture1 = new BABYLON.Texture("/playground/textures/mixMap.png", scene); <mask> mix.mixTexture2 = new BABYLON.Texture("/playground/textures/mixMap_2.png", scene); <mask> <mask> mix.diffuseTexture1 = new BABYLON.Texture("/playground/textures/floor.png",...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addMix.js
mix.diffuseTexture5 = new BABYLON.Texture("/Playground/textures/leopard_fur.JPG", scene); mix.diffuseTexture6 = new BABYLON.Texture("/Playground/textures/fur.jpg", scene); mix.diffuseTexture7 = new BABYLON.Texture("/Playground/textures/sand.jpg", scene); mix.diffuseTexture8 = new BABYLON.Texture("/Pl...
<mask> mix.diffuseTexture2.uScale = mix.diffuseTexture2.vScale = 10; <mask> mix.diffuseTexture3.uScale = mix.diffuseTexture3.vScale = 10; <mask> mix.diffuseTexture4.uScale = mix.diffuseTexture4.vScale = 10; <mask> <mask> mix.diffuseTexture5 = new BABYLON.Texture("/playground/textures/leopard_fur.j...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addMix.js
<mask> mix.diffuseTexture7.uScale = mix.diffuseTexture7.vScale = 5; <mask> mix.diffuseTexture8.uScale = mix.diffuseTexture8.vScale = 10; <mask> <mask> return mix; <mask> }; </s> Fix case of paths. Gulp fails to serve many existing paths on case sensitive OS-es. Former-commit-id: 0e8dbbd66c290758...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addMix.js
var hdrTexture = BABYLON.CubeTexture.CreateFromPrefilteredData("/Playground/textures/environment.dds", scene);
<mask> window.prepareBackgroundMaterial = function() { <mask> var backSky = new BABYLON.BackgroundMaterial("backSky", scene); <mask> var hdrTexture = BABYLON.CubeTexture.CreateFromPrefilteredData("/playground/textures/environment.dds", scene); <mask> hdrTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE <mas...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addbackground.js
back.diffuseTexture = new BABYLON.Texture("/Playground/textures/WhiteTransarentRamp.png", scene);
<mask> backSky.reflectionTexture = hdrTexture; <mask> backSky.backFaceCulling = false; <mask> <mask> var back = new BABYLON.BackgroundMaterial("back", scene); <mask> back.diffuseTexture = new BABYLON.Texture("/playground/textures/WhiteTransarentRamp.png", scene); <mask> back.diffuseTexture.hasAlpha = true;...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addbackground.js
fire.diffuseTexture = new BABYLON.Texture("/Playground/textures/fire/diffuse.png", scene); fire.distortionTexture = new BABYLON.Texture("/Playground/textures/fire/distortion.png", scene); fire.opacityTexture = new BABYLON.Texture("/Playground/textures/fire/opacity.png", scene);
<mask> window.prepareFire = function() { <mask> var fire = new BABYLON.FireMaterial("fire", scene); <mask> fire.diffuseTexture = new BABYLON.Texture("/playground/textures/fire/diffuse.png", scene); <mask> fire.distortionTexture = new BABYLON.Texture("/playground/textures/fire/distortion.png", scene); <...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addfire.js
lava.diffuseTexture = new BABYLON.Texture("/Playground/textures/lava/lavatile.jpg", scene);
<mask> window.prepareLava = function() { <mask> var lava = new BABYLON.LavaMaterial("lava", scene); <mask> lava.diffuseTexture = new BABYLON.Texture("/playground/textures/lava/lavatile.jpg", scene); <mask> lava.diffuseTexture.uScale = 0.5; <mask> lava.diffuseTexture.vScale = 0.5; <mask> lava.n...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addlava.js
lava.noiseTexture = new BABYLON.Texture("/Playground/textures/lava/cloud.png", scene);
<mask> var lava = new BABYLON.LavaMaterial("lava", scene); <mask> lava.diffuseTexture = new BABYLON.Texture("/playground/textures/lava/lavatile.jpg", scene); <mask> lava.diffuseTexture.uScale = 0.5; <mask> lava.diffuseTexture.vScale = 0.5; <mask> lava.noiseTexture = new BABYLON.Texture("/playgr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addlava.js
pbr.albedoTexture = new BABYLON.Texture("/Playground/textures/amiga.jpg", scene);
<mask> window.preparePBR = function() { <mask> var pbr = new BABYLON.PBRMaterial("pbr", scene); <mask> <mask> pbr.albedoTexture = new BABYLON.Texture("/playground/textures/amiga.jpg", scene); <mask> pbr.albedoTexture.uScale = 5; <mask> pbr.albedoTexture.vScale = 5; <mask> <mask> var hdrTexture = n...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addpbr.js
var hdrTexture = new BABYLON.HDRCubeTexture("/Playground/textures/environment.hdr", scene, 512);
<mask> pbr.albedoTexture = new BABYLON.Texture("/playground/textures/amiga.jpg", scene); <mask> pbr.albedoTexture.uScale = 5; <mask> pbr.albedoTexture.vScale = 5; <mask> <mask> var hdrTexture = new BABYLON.HDRCubeTexture("/playground/textures/environment.hdr", scene, 512); <mask> <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addpbr.js
var colorGrading = new BABYLON.Texture("/Playground/textures/colorGrade.png", scene, true);
<mask> pbr.refractionTexture = hdrTexture; <mask> pbr.linkRefractionWithTransparency = true; <mask> pbr.indexOfRefraction = 0.52; <mask> <mask> var colorGrading = new BABYLON.Texture("/playground/textures/colorGrade.png", scene, true); <mask> pbr.cameraColorGradingTexture = colorGrading; <mask> p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addpbr.js
pbr.baseTexture = new BABYLON.Texture("/Playground/textures/amiga.jpg", scene);
<mask> window.preparePBRMetallicRoughness = function() { <mask> var pbr = new BABYLON.PBRMetallicRoughnessMaterial("pbrmetallicroughness", scene); <mask> <mask> pbr.baseTexture = new BABYLON.Texture("/playground/textures/amiga.jpg", scene); <mask> pbr.baseTexture.uScale = 5; <mask> pbr.baseTexture.vScale = 5...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addpbrmetallicroughness.js
var hdrTexture = new BABYLON.HDRCubeTexture("/Playground/textures/environment.hdr", scene, 512);
<mask> pbr.metallic = 0.5; <mask> pbr.roughness = 0.1; <mask> <mask> // Uncomment for PMREM Generation <mask> var hdrTexture = new BABYLON.HDRCubeTexture("/playground/textures/environment.hdr", scene, 512); <mask> // var hdrTexture = new BABYLON.HDRCubeTexture("textures/hdr/environment.hdr", scene,...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addpbrmetallicroughness.js
pbr.diffuseTexture = new BABYLON.Texture("/Playground/textures/amiga.jpg", scene);
<mask> window.preparePBRSpecularGlossiness = function() { <mask> var pbr = new BABYLON.PBRSpecularGlossinessMaterial("pbrspecularglossiness", scene); <mask> <mask> pbr.diffuseTexture = new BABYLON.Texture("/playground/textures/amiga.jpg", scene); <mask> pbr.diffuseTexture.uScale = 5; <mask> pbr.diffuseTextur...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addpbrspecularglossiness.js
var hdrTexture = new BABYLON.HDRCubeTexture("/Playground/textures/environment.hdr", scene, 512);
<mask> pbr.specularColor = new BABYLON.Color3(0.3, 0.3, 0.3); <mask> pbr.glossiness = 0.9; <mask> <mask> // Uncomment for PMREM Generation <mask> var hdrTexture = new BABYLON.HDRCubeTexture("/playground/textures/environment.hdr", scene, 512); <mask> // var hdrTexture = new BABYLON.HDRCubeTexture("t...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addpbrspecularglossiness.js
terrain.mixTexture = new BABYLON.Texture("/Playground/textures/mixMap.png", scene); terrain.diffuseTexture1 = new BABYLON.Texture("/Playground/textures/floor.png", scene); terrain.diffuseTexture2 = new BABYLON.Texture("/Playground/textures/rock.png", scene); terrain.diffuseTexture3 = new BABYLON.Text...
<mask> window.prepareTerrain = function() { <mask> var terrain = new BABYLON.TerrainMaterial("terrain", scene); <mask> terrain.specularColor = new BABYLON.Color3(0.5, 0.5, 0.5); <mask> terrain.specularPower = 64; <mask> terrain.mixTexture = new BABYLON.Texture("/playground/textures/mixMap.png", sce...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addterrain.js
terrain.bumpTexture1 = new BABYLON.Texture("/Playground/textures/floor_bump.PNG", scene); terrain.bumpTexture2 = new BABYLON.Texture("/Playground/textures/rockn.png", scene); terrain.bumpTexture3 = new BABYLON.Texture("/Playground/textures/grassn.png", scene);
<mask> terrain.diffuseTexture1 = new BABYLON.Texture("/playground/textures/floor.png", scene); <mask> terrain.diffuseTexture2 = new BABYLON.Texture("/playground/textures/rock.png", scene); <mask> terrain.diffuseTexture3 = new BABYLON.Texture("/playground/textures/grass.png", scene); <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addterrain.js
triPlanar.diffuseTextureX = new BABYLON.Texture("/Playground/textures/rock.png", scene); triPlanar.diffuseTextureY = new BABYLON.Texture("/Playground/textures/grass.png", scene);
<mask> window.prepareTriPlanar = function() { <mask> var triPlanar = new BABYLON.TriPlanarMaterial("triplanar", scene); <mask> triPlanar.diffuseTextureX = new BABYLON.Texture("/playground/textures/rock.png", scene); <mask> triPlanar.diffuseTextureY = new BABYLON.Texture("/playground/textures/grass.png",...
[ "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addtriplanar.js
triPlanar.normalTextureX = new BABYLON.Texture("/Playground/textures/rockn.png", scene); triPlanar.normalTextureY = new BABYLON.Texture("/Playground/textures/grassn.png", scene);
<mask> var triPlanar = new BABYLON.TriPlanarMaterial("triplanar", scene); <mask> triPlanar.diffuseTextureX = new BABYLON.Texture("/playground/textures/rock.png", scene); <mask> triPlanar.diffuseTextureY = new BABYLON.Texture("/playground/textures/grass.png", scene); <mask> triPlanar.diffuseTextureZ ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addtriplanar.js
water.bumpTexture = new BABYLON.Texture("/Playground/textures/waterbump.png", scene);
<mask> window.prepareWater = function() { <mask> var water = new BABYLON.WaterMaterial("water", scene); <mask> water.backFaceCulling = false; <mask> water.enableRenderTargets(false); <mask> water.bumpTexture = new BABYLON.Texture("/playground/textures/waterbump.png", scene); <mask> water.windForce = 45; <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61a117d6f298e5aa04faacb0f0a1774155358fff
materialsLibrary/test/addwater.js
this._scene.mainSoundTrack.addSound(this);
<mask> } <mask> } <mask> } else { <mask> // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers <mask> this._scene.mainSoundTrack.AddSound(this); <mask> if (!Engine.audioEngine.WarnedWebAudioUnsupported) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/sound.ts
this._scene.mainSoundTrack.removeSound(this);
<mask> this.stop(); <mask> } <mask> this._isReadyToPlay = false; <mask> if (this.soundTrackId === -1) { <mask> this._scene.mainSoundTrack.RemoveSound(this); <mask> } else if (this._scene.soundTracks) { <mask> this._sc...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/sound.ts
this._scene.soundTracks[this.soundTrackId].removeSound(this);
<mask> this._isReadyToPlay = false; <mask> if (this.soundTrackId === -1) { <mask> this._scene.mainSoundTrack.RemoveSound(this); <mask> } else if (this._scene.soundTracks) { <mask> this._scene.soundTracks[this.soundTrackId].RemoveSound(this); <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/sound.ts
if (this._soundPanner && this._outputAudioNode) { this._updateSpatialParameters(); this._soundPanner.connect(this._outputAudioNode); this._inputAudioNode = this._soundPanner; }
<mask> if (this._scene.headphone) { <mask> this._panningModel = "HRTF"; <mask> } <mask> this._soundPanner = Engine.audioEngine.audioContext.createPanner(); <mask> this._updateSpatialParameters(); <mask> this._soundPanner.connect(this._out...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/sound.ts
if (Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
<mask> * Connect this sound to a sound track audio node like gain... <mask> * @param soundTrackAudioNode the sound track audio node to connect to <mask> */ <mask> public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void { <mask> if (Engine.audioEngine.canUseWebAudio) { ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/sound.ts
if (this._inputAudioNode) { this._streamingSource.connect(this._inputAudioNode); }
<mask> }; <mask> this._htmlAudioElement.playbackRate = this._playbackRate; <mask> } <mask> this._streamingSource.disconnect(); <mask> this._streamingSource.connect(this._inputAudioNode); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/sound.ts
if (this._soundSource && this._inputAudioNode) { this._soundSource.buffer = this._audioBuffer; this._soundSource.connect(this._inputAudioNode); this._soundSource.loop = this.loop; ...
<mask> oldSource.disconnect(); <mask> }; <mask> } <mask> this._soundSource = Engine.audioEngine.audioContext.createBufferSource(); <mask> this._soundSource.buffer ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/sound.ts
<mask> } <mask> if (length !== undefined) { <mask> this._soundSource.loopEnd = (offset! | 0) + length!; <mask> } <mask> this._soundSource.playbackRate.value = this._playba...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/sound.ts
public addSound(sound: Sound): void {
<mask> * Adds a sound to this sound track <mask> * @param sound define the cound to add <mask> * @ignoreNaming <mask> */ <mask> public AddSound(sound: Sound): void { <mask> if (!this._isInitialized) { <mask> this._initializeSoundTrackAudioGraph(); <mask> } <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/soundTrack.ts
this._scene.mainSoundTrack.removeSound(sound);
<mask> sound.connectToSoundTrackAudioNode(this._outputAudioNode); <mask> } <mask> if (sound.soundTrackId) { <mask> if (sound.soundTrackId === -1) { <mask> this._scene.mainSoundTrack.RemoveSound(sound); <mask> } <mask> else if (this._...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/soundTrack.ts
this._scene.soundTracks[sound.soundTrackId].removeSound(sound);
<mask> if (sound.soundTrackId === -1) { <mask> this._scene.mainSoundTrack.RemoveSound(sound); <mask> } <mask> else if (this._scene.soundTracks) { <mask> this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound); <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/soundTrack.ts
public removeSound(sound: Sound): void {
<mask> * Removes a sound to this sound track <mask> * @param sound define the cound to remove <mask> * @ignoreNaming <mask> */ <mask> public RemoveSound(sound: Sound): void { <mask> var index = this.soundCollection.indexOf(sound); <mask> if (index !== -1) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Audio/soundTrack.ts
<mask> import { Observable } from "../Misc/observable"; <mask> import { Nullable } from "../types"; <mask> import { Scene } from "../scene"; <mask> import { InternalTexture } from "../Materials/Textures/internalTexture"; <mask> import { IAudioEngine } from "../Audio/audioEngine"; <mask> import { IOfflineProvider ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Engines/engine.ts
import { IAudioEngine } from '../Audio/Interfaces/IAudioEngine';
<mask> import "./Extensions/engine.alpha"; <mask> import "./Extensions/engine.readTexture"; <mask> import "./Extensions/engine.dynamicBuffer"; <mask> <mask> declare type Material = import("../Materials/material").Material; <mask> declare type PostProcess = import("../PostProcesses/postProcess").PostProcess; <ma...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61c659d2675891ba54d632774fe940d8e1452bb4
src/Engines/engine.ts
super(name, "subSurfaceScattering", ["texelSize", "filterRadius", "viewportSize"], ["irradianceSampler", "depthSampler"], options, camera, samplingMode || Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "postprocess", undefined, true);
<mask> private _diffusionColor: Color3 = new Color3(0.7568628, 0.32156864, 0.20000002); <mask> private _filterRadius: number; <mask> <mask> constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera> = null, samplingMode?: number, engine?: Engine, reusable?: b...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/PostProcesses/SubSurfaceScatteringPostProcess.ts
effect.setTexture("irradianceSampler", scene.highDefinitionMRT.textures[1]); effect.setTexture("depthSampler", scene.highDefinitionMRT.textures[2]);
<mask> <mask> this.onApplyObservable.add((effect: Effect) => { <mask> var texelSize = this.texelSize; <mask> effect.setFloat2("texelSize", texelSize.x, texelSize.y); <mask> effect.setTexture("irradianceSampler", scene.highDefinitionMRT.textures[2]); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/PostProcesses/SubSurfaceScatteringPostProcess.ts
<mask> #endif <mask> <mask> #ifdef VERTEXCOLOR <mask> varying vec4 vColor; <mask> #endif </s> adding depth to PBR validated sss shader until EvaluateSample Former-commit-id: e1bc446fe23b77c8ff66c1aac9599e69bba65f4b </s> remove { generateMipMaps: false, generateDepthTexture: true, defaultType: Co...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.fx
#endif #ifdef HIGH_DEFINITION_PIPELINE varying vec3 vViewPos; #endif
<mask> <mask> #ifdef VERTEXCOLOR <mask> varying vec4 vColor; <mask> #endif </s> adding depth to PBR validated sss shader until EvaluateSample Former-commit-id: e1bc446fe23b77c8ff66c1aac9599e69bba65f4b </s> remove #endif </s> add </s> remove { generateMipMaps: false, generateDepthTexture: true, ...
[ "keep", "keep", "keep", "add" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.fx
gl_FragData[2] = vec4(vViewPos.z, 0.0, 0.0, 1.0);
<mask> // Lightmaps ? (can we consider them as pure diffuse ?) <mask> // AO and shadows, should they dim the diffuseLight ? (right now they are) <mask> gl_FragData[0] = finalColor; <mask> gl_FragData[1] = vec4(irradiance, 1.0); <mask> gl_FragData[2] = vec4(0.0, 1.0, 0.0, 1.0); <mask> gl_Fr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/Shaders/pbr.fragment.fx
#ifdef HIGH_DEFINITION_PIPELINE varying vec3 vViewPos; #endif
<mask> #include<instancesDeclaration> <mask> <mask> #if defined(ALBEDO) && ALBEDODIRECTUV == 0 <mask> varying vec2 vAlbedoUV; <mask> #endif <mask> </s> adding depth to PBR validated sss shader until EvaluateSample Former-commit-id: e1bc446fe23b77c8ff66c1aac9599e69bba65f4b </s> remove #endif </s> add </s> re...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/Shaders/pbr.vertex.fx
vViewPos = (view * worldPos).rgb;
<mask> #include<bonesVertex> <mask> <mask> vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0); <mask> vPositionW = vec3(worldPos); <mask> <mask> #ifdef NORMAL <mask> mat3 normalWorld = mat3(finalWorld); <mask> <mask> #ifdef NONUNIFORMSCALING </s> adding depth to PBR validated sss shade...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/Shaders/pbr.vertex.fx
uniform sampler2D depthSampler;
<mask> uniform vec2 texelSize; <mask> uniform sampler2D textureSampler; <mask> uniform sampler2D irradianceSampler; <mask> <mask> uniform float filterRadius; <mask> uniform vec2 viewportSize; <mask> <mask> const float LOG2_E = 1.4426950408889634; <mask> const float PI = 3.1415926535897932; </s> adding depth...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/Shaders/subSurfaceScattering.fragment.fx
centerDepth = texture2D(depthSampler, vUV).r;
<mask> bool passedStencilTest = true; //TestLightingForSSS(centerIrradiance); <mask> <mask> if (passedStencilTest) <mask> { <mask> centerDepth = 0.; //texture2D(depthSampler, vUV).r NDC <mask> } <mask> <mask> if (!passedStencilTest) { return; } <mask> <mask> </s> adding depth to PBR valida...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/Shaders/subSurfaceScattering.fragment.fx
// DEBUG gl_FragColor = vec4(vec3(sampleCount) / 1000000., 1.0); return;
<mask> int sampleBudget = _SssSampleBudget; <mask> <mask> int texturingMode = 0; // GetSubsurfaceScatteringTexturingMode(profileIndex); <mask> vec3 albedo = vec3(0.5); // texture2D(albedoSampler, vUV); //ApplySubsurfaceScatteringTexturingMode(texturingMode, sssData.diffuseColor); <mask> <mask> if (distSca...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/Shaders/subSurfaceScattering.fragment.fx
const types = [ Constants.TEXTURETYPE_UNSIGNED_INT, // Original color Constants.TEXTURETYPE_UNSIGNED_INT, // Irradiance Constants.TEXTURETYPE_FLOAT, // Depth (world units) Constants.TEXTURETYPE_UNSIGNED_INT, Constants.TEXTURETYPE_UNSIGNED_INT, ...
<mask> <mask> // TODO : TEMPORARY <mask> this.highDefinitionMRT = new MultiRenderTarget("sceneHighDefinitionMRT", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, 5, this, <mask> { generateMipMaps: false, generateDepthTexture: true, defaultType: Constants.TEXTURETYP...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/scene.ts
{ generateMipMaps: false, generateDepthTexture: true, defaultType: Constants.TEXTURETYPE_UNSIGNED_INT, types: types });
<mask> } <mask> <mask> // TODO : TEMPORARY <mask> this.highDefinitionMRT = new MultiRenderTarget("sceneHighDefinitionMRT", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, 5, this, <mask> { generateMipMaps: false, generateDepthTexture: true, defaultType: Co...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/61dfa5aca716c4ef6d7a3fef8e9dd19ad273a01b
src/scene.ts
public DIRLIGHT0 = false; public DIRLIGHT1 = false; public DIRLIGHT2 = false; public DIRLIGHT3 = false; public POINTLIGHT0 = false; public POINTLIGHT1 = false; public POINTLIGHT2 = false; public POINTLIGHT3 = false;
<mask> public HEMILIGHT0 = false; <mask> public HEMILIGHT1 = false; <mask> public HEMILIGHT2 = false; <mask> public HEMILIGHT3 = false; <mask> public POINTDIRLIGHT0 = false; <mask> public POINTDIRLIGHT1 = false; <mask> public POINTDIRLIGHT2 = false; <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/babylon.waterMaterial.ts
public get reflectionTexture(): RenderTargetTexture {
<mask> public get refractionTexture(): RenderTargetTexture { <mask> return this._refractionRTT; <mask> } <mask> <mask> public get reflectioNTexture(): RenderTargetTexture { <mask> return this._reflectionRTT; <mask> } <mask> <mask> // M...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/babylon.waterMaterial.ts
} else if (light instanceof PointLight) { type = "POINTLIGHT" + lightIndex;
<mask> type = "SPOTLIGHT" + lightIndex; <mask> } else if (light instanceof HemisphericLight) { <mask> type = "HEMILIGHT" + lightIndex; <mask> } else { <mask> type = "DIRLIGHT" + lightIndex; <mask> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/babylon.waterMaterial.ts
type = "DIRLIGHT" + lightIndex;
<mask> type = "SPOTLIGHT" + lightIndex; <mask> } else if (light instanceof HemisphericLight) { <mask> type = "HEMILIGHT" + lightIndex; <mask> } else { <mask> type = "POINTDIRLIGHT" + lightIndex; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/babylon.waterMaterial.ts
#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
<mask> uniform vec4 vLightData0; <mask> uniform vec4 vLightDiffuse0; <mask> #ifdef SHADOW0 <mask> varying vec4 vPositionFromLight0; <mask> uniform sampler2D shadowSampler0; <mask> #else <mask> uniform samplerCube shadowSampler0; <mask> #endif <mask> uniform vec3 shadowsInfo0; </s> Water: - Added support of p...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#else uniform samplerCube shadowSampler0; #endif
<mask> #if defined(SPOTLIGHT0) || defined(DIRLIGHT0) <mask> varying vec4 vPositionFromLight0; <mask> uniform sampler2D shadowSampler0; <mask> uniform vec3 shadowsInfo0; <mask> #endif <mask> #ifdef SPOTLIGHT0 <mask> uniform vec4 vLightDirection0; </s> Water: - Added support of point lights shadow mapping to wat...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
<mask> uniform vec4 vLightDiffuse1; <mask> #ifdef SHADOW1 <mask> varying vec4 vPositionFromLight1; <mask> uniform sampler2D shadowSampler1; <mask> #else <mask> uniform samplerCube shadowSampler1; </s> Water: - Added support of point lights shadow mapping to water material - Fixed water material on mobiles - Cre...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#else uniform samplerCube shadowSampler1; #endif
<mask> #if defined(SPOTLIGHT1) || defined(DIRLIGHT1) <mask> varying vec4 vPositionFromLight1; <mask> uniform sampler2D shadowSampler1; <mask> uniform vec3 shadowsInfo1; <mask> #endif <mask> #ifdef SPOTLIGHT1 <mask> uniform vec4 vLightDirection1; <mask> #endif <mask> #ifdef HEMILIGHT1 </s> Water: - Added supp...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
<mask> #ifdef LIGHT2 <mask> uniform vec4 vLightData2; <mask> uniform vec4 vLightDiffuse2; <mask> #ifdef SHADOW2 <mask> varying vec4 vPositionFromLight2; <mask> uniform sampler2D shadowSampler2; <mask> #else <mask> uniform samplerCube shadowSampler2; </s> Water: - Added support of point lights shadow mapping t...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#else uniform samplerCube shadowSampler2; #endif
<mask> #if defined(SPOTLIGHT2) || defined(DIRLIGHT2) <mask> varying vec4 vPositionFromLight2; <mask> uniform sampler2D shadowSampler2; <mask> uniform vec3 shadowsInfo2; <mask> #endif <mask> #ifdef SPOTLIGHT2 <mask> uniform vec4 vLightDirection2; </s> Water: - Added support of point lights shadow mapping to wat...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
<mask> #ifdef LIGHT3 <mask> uniform vec4 vLightData3; <mask> uniform vec4 vLightDiffuse3; <mask> #ifdef SHADOW3 <mask> varying vec4 vPositionFromLight3; <mask> uniform sampler2D shadowSampler3; <mask> #else <mask> uniform samplerCube shadowSampler3; <mask> #endif </s> Water: - Added support of point lights s...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#else uniform samplerCube shadowSampler3; #endif
<mask> varying vec4 vPositionFromLight3; <mask> uniform sampler2D shadowSampler3; <mask> uniform vec3 shadowsInfo3; <mask> #endif <mask> #ifdef SPOTLIGHT3 <mask> uniform vec4 vLightDirection3; <mask> #endif </s> Water: - Added support of point lights shadow mapping to water material - Fixed water material on m...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
uniform float bumpHeight;
<mask> uniform float colorBlendFactor; <mask> <mask> // Water varyings <mask> varying vec3 vRefractionMapTexCoord; <mask> varying vec3 vReflectionMapTexCoord; <mask> varying vec3 vPosition; <mask> <mask> // Shadows </s> Water: - Added support of point lights shadow mapping to water material - Fixed water ma...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
<mask> // Water varyings <mask> varying vec3 vRefractionMapTexCoord; <mask> varying vec3 vReflectionMapTexCoord; <mask> varying vec3 vPosition; <mask> varying float vWaveHeight; <mask> <mask> // Shadows <mask> #ifdef SHADOWS <mask> <mask> float unpack(vec4 color) </s> Water: - Added support of point light...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3) float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
<mask> const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0); <mask> return dot(color, bit_shift); <mask> } <mask> <mask> float unpackHalf(vec2 color) <mask> { <mask> return color.x + (color.y / 255.0); <mask> } <mask> <mask> float computeShadow(vec4 vPositio...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
vec3 directionToLight = vPositionW - lightPosition; float depth = length(directionToLight); depth = clamp(depth, 0., 1.); directionToLight.y = 1.0 - directionToLight.y; float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias; if (depth > shadow) { return darkness; } return 1.0; } floa...
<mask> } <mask> <mask> float unpackHalf(vec2 color) <mask> { <mask> return color.x + (color.y / 255.0); <mask> } <mask> <mask> float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias) <mask> { <mask> vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w; </s>...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#endif
<mask> <mask> return min(1.0, visibility + darkness); <mask> } <mask> <mask> #if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3) <mask> float computeShadow(vec4 vPositionFromLight,...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
<mask> } <mask> #endif <mask> <mask> float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias) <mask> { <mask> vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w; <mask> depth = 0.5 * depth + vec3(0.5); <mask> vec2 uv = depth.xy; <mask> </s> Water: - Added...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
float unpackHalf(vec2 color) { return color.x + (color.y / 255.0); }
<mask> return min(1.0, visibility + darkness); <mask> } <mask> <mask> // Thanks to http://devmaster.net/ <mask> float linstep(float low, float high, float v) { <mask> return clamp((v - low) / (high - low), 0.0, 1.0); <mask> } <mask> </s> Water: - Added support of point lights shadow mapping to water mate...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#endif
<mask> vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw)); <mask> return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness); <mask> } <mask> #endif <mask> <mask> #ifdef CLIPPLANE <mask> varying float fClipDistance; <mask> #endif <mask> <mask> // Fog </s> Water: - Added s...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
vec2 perturbation = bumpHeight * (baseColor.rg - 0.5);
<mask> #endif <mask> <mask> #ifdef REFLECTION <mask> // Water <mask> vec2 perturbation = vWaveHeight * (baseColor.rg - 0.5); <mask> <mask> vec2 projectedRefractionTexCoords = clamp(vRefractionMapTexCoord.xy / vRefractionMapTexCoord.z + perturbation, 0.0, 1.0); <mask> vec4 refractiveColor = texture2D(refr...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
// Lighting
<mask> #else <mask> vec3 normalW = vec3(1.0, 1.0, 1.0); <mask> #endif <mask> <mask> // Lighting <mask> vec3 diffuseBase = vec3(0., 0., 0.); <mask> float shadow = 1.; <mask> <mask> #ifdef LIGHT0 <mask> #ifdef SPOTLIGHT0 </s> Water: - Added support of point lights shadow mapping to water material - Fixe...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT0) || defined(DIRLIGHT0)
<mask> #endif <mask> #ifdef HEMILIGHT0 <mask> lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0); <mask> #endif <mask> #ifdef POINTDIRLIGHT0 <mask> lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, v...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT0) shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x); #else
<mask> #else <mask> #ifdef SHADOWPCF0 <mask> shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x); <mask> #endif <mask> #else <mask> #if defined(POINTLIGHT0) <mask> shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadow...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#endif
<mask> shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x); <mask> #else <mask> shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x); <mask> #else <mask> #if defined(POINTLIGHT0) <mask> shadow = compu...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT0) shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z); #else
<mask> shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x); <mask> #endif <mask> #else <mask> shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z); <mask> #endif <mask> #endif <mask> #endif <mask> #else </...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#endif
<mask> shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z); <mask> #else <mask> shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z); <mask> #endif <mask> #endif <mask> #else <mask> shadow = 1.; <mask> #endif <mask> diffuseBase...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);
<mask> #ifdef SPOTLIGHT1 <mask> info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a); <mask> #endif <mask> #ifdef HEMILIGHT1 <mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1); <mas...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT1) || defined(DIRLIGHT1)
<mask> #endif <mask> #ifdef HEMILIGHT1 <mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1); <mask> #endif <mask> #ifdef POINTDIRLIGHT1 <mask> info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT1) shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x); #else
<mask> #else <mask> #ifdef SHADOWPCF1 <mask> shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x); <mask> #endif <mask> #else <mask> #if defined(POINTLIGHT1) </s> Water: - Added support of point lights shadow mapping to water material - Fixed water...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#endif
<mask> #else <mask> shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x); <mask> #else <mask> #if defined(POINTLIGHT1) <mask> shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z); <mask> #else </s> Water: - ...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT1) shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z); #else
<mask> shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x); <mask> #endif <mask> #else <mask> shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z); <mask> #endif <mask> #endif <mask> #endif <mask> #else <ma...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#endif
<mask> shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z); <mask> #else <mask> shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z); <mask> #endif <mask> #endif <mask> #else <mask> shadow = 1.; </s> Water: - Added support of po...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT2) || defined(DIRLIGHT2)
<mask> #endif <mask> #ifdef HEMILIGHT2 <mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2); <mask> #endif <mask> #ifdef POINTDIRLIGHT2 <mask> info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a); <mask> ...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx