docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
|---|---|---|---|---|
* - 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... | [
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* - 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... | [
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rotation ?: number,
scale ?: number,
| <mask> id ?: string,
<mask> position ?: Vector2,
<mask> x ?: number,
<mask> y ?: number,
<mask> origin ?: Vector2,
<mask> spriteSize ?: Size,
<mask> spriteLocati... | [
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<mask> paddingLeft ?: number | string,
<mask> paddingRight ?: number | string,
<mask> paddingBottom ?: number | string,
<mask> padding ?: string,
<mask> paddingHAlignment?: number,
<mask> paddingVAlignment?: number,
<mas... | [
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/**
* 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... | [
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/**
* 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>
</... | [
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/**
* 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... | [
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/**
* 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... | [
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] | 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... | [
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/**
* 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)
... | [
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/**
* 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... | [
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/**
* 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... | [
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<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... | [
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* @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> ... | [
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* - 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... | [
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* - 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... | [
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rotation ?: number,
scale ?: number,
| <mask> id ?: string,
<mask> position ?: Vector2,
<mask> x ?: number,
<mask> y ?: number,
<mask> origin ?: Vector2,
<mask> fontName ?: string,
<mask> defaultFon... | [
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<mask> paddingLeft ?: number | string,
<mask> paddingRight ?: number | string,
<mask> paddingBottom ?: number | string,
<mask> padding ?: string,
<mask> paddingHAlignment?: number,
<mask> paddingVAlignment?: number,
<mas... | [
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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... | [
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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... | [
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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",... | [
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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... | [
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<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... | [
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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... | [
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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;... | [
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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);
<... | [
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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... | [
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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... | [
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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... | [
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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> ... | [
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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... | [
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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... | [
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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,... | [
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"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",
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] | 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... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
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] | 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",
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"add",
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] | 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",
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"keep",
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] | 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... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"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(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... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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,... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"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(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... | [
"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(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... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | 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
</... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
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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... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"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) || 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... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | 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:
- ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | 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... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | 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> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40 | materialsLibrary/materials/water/water.fragment.fx |
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