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#if defined(POINTLIGHT2) shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x); #else
<mask> shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x); <mask> #else <mask> #ifdef SHADOWPCF2 <mask> shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x); <mask> #endif <mask> #else <mask> #if defi...
[ "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 = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x); <mask> #else <mask> shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x); <mask> #else <mask> #if defined(POINTLIGHT2) <mask> shadow = comput...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT2) shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z); #else
<mask> #endif <mask> #else <mask> shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z); <mask> #endif <mask> #endif <mask> #endif <mask> #else </s> Water: - Added support of point lights shadow mapping to water material - Fixed water material on mobiles - Create playg...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#endif
<mask> #else <mask> shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z); <mask> #endif <mask> #endif <mask> #else <mask> shadow = 1.; </s> Water: - Added support of point lights shadow mapping to water material - Fixed water material on mobiles - Create playground ex...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT3) || defined(DIRLIGHT3)
<mask> #endif <mask> #ifdef HEMILIGHT3 <mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3); <mask> #endif <mask> #ifdef POINTDIRLIGHT3 <mask> info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.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
shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
<mask> info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a); <mask> #endif <mask> #ifdef SHADOW3 <mask> #ifdef SHADOWVSM3 <mask> shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x); <mask> #else <mask> #ifdef SHADOWPCF...
[ "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(POINTLIGHT3) shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x); #else
<mask> shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x); <mask> #else <mask> #ifdef SHADOWPCF3 <mask> shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x); <mask> #endif <mask> #else <mask> #if def...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#endif
<mask> #if defined(POINTLIGHT3) <mask> shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x); <mask> #else <mask> shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x); <mask> #else <mask> #if defined(POIN...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(POINTLIGHT3) shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z); #else
<mask> #else <mask> shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x); <mask> #endif <mask> #else <mask> shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z); <mask> #endif <mask> #endif <mask> #endif <...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#endif
<mask> #if defined(POINTLIGHT3) <mask> shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z); <mask> #else <mask> shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z); <mask> #endif <mask> #endif <mask> #else <mask> shadow = 1.;...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.fragment.fx
#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
<mask> varying float fFogDistance; <mask> #endif <mask> <mask> #ifdef SHADOWS <mask> #ifdef LIGHT0 <mask> uniform mat4 lightMatrix0; <mask> varying vec4 vPositionFromLight0; <mask> #endif <mask> #ifdef LIGHT1 <mask> uniform mat4 lightMatrix1; </s> Water: - Added support of point lights shadow mapping to wa...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
<mask> #ifdef LIGHT0 <mask> uniform mat4 lightMatrix0; <mask> varying vec4 vPositionFromLight0; <mask> #endif <mask> #ifdef LIGHT1 <mask> uniform mat4 lightMatrix1; <mask> varying vec4 vPositionFromLight1; <mask> #endif <mask> #ifdef LIGHT2 <mask> uniform mat4 lightMatrix2; </s> Water: - Added support of po...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
<mask> #ifdef LIGHT1 <mask> uniform mat4 lightMatrix1; <mask> varying vec4 vPositionFromLight1; <mask> #endif <mask> #ifdef LIGHT2 <mask> uniform mat4 lightMatrix2; <mask> varying vec4 vPositionFromLight2; <mask> #endif <mask> #ifdef LIGHT3 <mask> uniform mat4 lightMatrix3; </s> Water: - Added support of po...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
<mask> #ifdef LIGHT2 <mask> uniform mat4 lightMatrix2; <mask> varying vec4 vPositionFromLight2; <mask> #endif <mask> #ifdef LIGHT3 <mask> uniform mat4 lightMatrix3; <mask> varying vec4 vPositionFromLight3; <mask> #endif <mask> #endif <mask> </s> Water: - Added support of point lights shadow mapping to wate...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
<mask> uniform vec2 windDirection; <mask> uniform float waveLength; <mask> uniform float time; <mask> uniform float windForce; <mask> uniform float bumpHeight; <mask> uniform float waveHeight; <mask> <mask> // Water varyings <mask> varying vec3 vPosition; <mask> varying vec3 vRefractionMapTexCoord; </s> Wat...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
<mask> // Water varyings <mask> varying vec3 vPosition; <mask> varying vec3 vRefractionMapTexCoord; <mask> varying vec3 vReflectionMapTexCoord; <mask> varying float vWaveHeight; <mask> <mask> void main(void) { <mask> mat4 finalWorld; <mask> <mask> #ifdef INSTANCES </s> Water: - Added support of point lig...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
<mask> #endif <mask> <mask> // Shadows <mask> #ifdef SHADOWS <mask> #ifdef LIGHT0 <mask> vPositionFromLight0 = lightMatrix0 * worldPos; <mask> #endif <mask> #ifdef LIGHT1 <mask> vPositionFromLight1 = lightMatrix1 * worldPos; <mask> #endif </s> Water: - Added support of point lights shadow mapping to wat...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
<mask> #ifdef SHADOWS <mask> #ifdef LIGHT0 <mask> vPositionFromLight0 = lightMatrix0 * worldPos; <mask> #endif <mask> #ifdef LIGHT1 <mask> vPositionFromLight1 = lightMatrix1 * worldPos; <mask> #endif <mask> #ifdef LIGHT2 <mask> vPositionFromLight2 = lightMatrix2 * worldPos; <mask> #endif </s> Water: - Ad...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
<mask> #endif <mask> #ifdef LIGHT1 <mask> vPositionFromLight1 = lightMatrix1 * worldPos; <mask> #endif <mask> #ifdef LIGHT2 <mask> vPositionFromLight2 = lightMatrix2 * worldPos; <mask> #endif <mask> #ifdef LIGHT3 <mask> vPositionFromLight3 = lightMatrix3 * worldPos; <mask> #endif </s> Water: - Added supp...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
<mask> #endif <mask> #ifdef LIGHT2 <mask> vPositionFromLight2 = lightMatrix2 * worldPos; <mask> #endif <mask> #ifdef LIGHT3 <mask> vPositionFromLight3 = lightMatrix3 * worldPos; <mask> #endif <mask> #endif <mask> <mask> // Vertex color </s> Water: - Added support of point lights shadow mapping to water ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
float newY = (sin(((p.x / 0.05) + time * 100.0)) * waveHeight * 5.0) + (cos(((p.z / 0.05) + time * 100.0)) * waveHeight * 5.0); p.y += abs(newY);
<mask> gl_PointSize = pointSize; <mask> #endif <mask> <mask> vec3 p = position; <mask> p.y += (sin(((p.x / 0.05) + time * 100.0)) * waveHeight * 5.0) + (cos(((p.z / 0.05) + time * 100.0)) * waveHeight * 5.0); <mask> <mask> gl_Position = viewProjection * finalWorld * vec4(p, 1.0); <mask> <mask> worldPo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
#ifdef REFLECTION worldPos = viewProjection * finalWorld * vec4(p, 1.0);
<mask> p.y += (sin(((p.x / 0.05) + time * 100.0)) * waveHeight * 5.0) + (cos(((p.z / 0.05) + time * 100.0)) * waveHeight * 5.0); <mask> <mask> gl_Position = viewProjection * finalWorld * vec4(p, 1.0); <mask> <mask> worldPos = viewProjection * finalWorld * vec4(position, 1.0); <mask> <mask> // Water <mas...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
<mask> <mask> worldPos = viewProjection * finalWorld * vec4(position, 1.0); <mask> <mask> // Water <mask> vWaveHeight = bumpHeight; <mask> vPosition = position; <mask> <mask> vRefractionMapTexCoord.x = 0.5 * (worldPos.w + worldPos.x); <mask> vRefractionMapTexCoord.y = 0.5 * (worldPos.w + worldPos.y);...
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https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40
materialsLibrary/materials/water/water.vertex.fx
public ANISOTROPIC = false; public ANISOTROPIC_TEXTURE = false; public ANISOTROPIC_TEXTUREDIRECTUV = 0; public MAINUV1 = false;
<mask> /** <mask> * @hidden <mask> */ <mask> export class MaterialAnisotropicDefines extends MaterialDefines { <mask> public ANISOTROPIC: boolean; <mask> public ANISOTROPIC_TEXTURE: boolean; <mask> public ANISOTROPIC_TEXTUREDIRECTUV: number; <mask> public MAINUV1: boolean; <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrAnisotropicConfiguration.ts
_areTexturesDirty: boolean; _needUVs: boolean;
<mask> public ANISOTROPIC_TEXTURE: boolean; <mask> public ANISOTROPIC_TEXTUREDIRECTUV: number; <mask> public MAINUV1: boolean; <mask> <mask> public _areTexturesDirty: boolean; <mask> public _needUVs: boolean; <mask> } <mask> <mask> const modelDefines = new MaterialAnisotropicDefines(); <...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrAnisotropicConfiguration.ts
<mask> import { MaterialEvent, <mask> MaterialEventInfoAddFallbacks, <mask> MaterialEventInfoAddSamplers, <mask> MaterialEventInfoAddUniforms, <mask> MaterialEventInfoBindForSubMesh, <mask> MaterialEventInfoFillRenderTargetTextures, <mask> MaterialEventInfoGetActiveTextures, <mask> M...
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https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> MaterialEventInfoAddSamplers, <mask> MaterialEventInfoAddUniforms, <mask> MaterialEventInfoBindForSubMesh, <mask> MaterialEventInfoFillRenderTargetTextures, <mask> MaterialEventInfoGetActiveTextures, <mask> MaterialEventInfoGetAnimatables, <mask> MaterialEventInfoGetDisableAlph...
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https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> MaterialEventInfoGetDisableAlphaBlending, <mask> MaterialEventInfoHardBindForSubMesh, <mask> MaterialEventInfoHasRenderTargetTextures, <mask> MaterialEventInfoInjectCustomCode, <mask> MaterialEventInfoIsReadyForSubMesh, <mask> MaterialEventInfoPrepareDefines, <mask> MaterialEve...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> import "../../Shaders/pbr.fragment"; <mask> import "../../Shaders/pbr.vertex"; <mask> <mask> import { EffectFallbacks } from '../effectFallbacks'; <mask> import { IMaterialDetailMapDefines, DetailMapConfiguration } from '../material.detailMapConfiguration'; <mask> <mask> declare type PrePassRenderer = i...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
declare type DetailMapConfiguration = import("../material.detailMapConfiguration").DetailMapConfiguration;
<mask> declare type PBRSheenConfiguration = import("./pbrSheenConfiguration").PBRSheenConfiguration; <mask> declare type PBRClearCoatConfiguration = import("./pbrClearCoatConfiguration").PBRClearCoatConfiguration; <mask> declare type PBRAnisotropicConfiguration = import("./pbrAnisotropicConfiguration").PBRAnisotropi...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
IMaterialBRDFDefines {
<mask> * @hidden <mask> */ <mask> export class PBRMaterialDefines extends MaterialDefines <mask> implements IImageProcessingConfigurationDefines, <mask> IMaterialBRDFDefines, <mask> IMaterialDetailMapDefines { <mask> public PBR = true; <mask> <mask> public NUM_SAMPLES = "0"; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> public GAMMAALBEDO = false; <mask> public ALBEDODIRECTUV = 0; <mask> public VERTEXCOLOR = false; <mask> <mask> public DETAIL = false; <mask> public DETAILDIRECTUV = 0; <mask> public DETAIL_NORMALBLENDMETHOD = 0; <mask> <mask> public BAKED_VERTEX_ANIMATION_TEXTURE = false; ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
public readonly detailMap: DetailMapConfiguration;
<mask> <mask> /** <mask> * Defines the detail map parameters for the material. <mask> */ <mask> public readonly detailMap = new DetailMapConfiguration(this._markAllSubMeshesAsTexturesDirty.bind(this)); <mask> <mask> /** <mask> * Instantiates a new PBRMaterial instance. <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> } <mask> } <mask> } <mask> <mask> const userInfo: MaterialEventInfoIsReadyForSubMesh = { <mask> isReadyForSubMesh: false, <mask> defines, <mask> scene, <mask> engine <mask> }; <mask> <mask> M...
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https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
if (!super.isReadyForSubMesh(mesh, subMesh, useInstances)) {
<mask> scene, <mask> engine <mask> }; <mask> <mask> Material.OnEventObservable.notifyObservers( <mask> this, <mask> MaterialEvent.IsReadyForSubMesh, <mask> undefined, <mask> undefined, <mask> userInfo <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> undefined, <mask> { samplers } as MaterialEventInfoAddSamplers <mask> ); <mask> <mask> DetailMapConfiguration.AddUniforms(uniforms); <mask> DetailMapConfiguration.AddSamplers(samplers); <mask> <mask> PrePassConfiguration.AddUniforms(uniforms); <m...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> undefined, <mask> undefined, <mask> { defines, scene, mesh } as MaterialEventInfoPrepareDefines <mask> ); <mask> this.detailMap.prepareDefines(defines, scene); <mask> this.brdf.prepareDefines(defines); <mask> <mask> // Values that need ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> undefined, <mask> undefined, <mask> { ubo } as MaterialEventInfoPrepareUniformBuffer <mask> ); <mask> DetailMapConfiguration.PrepareUniformBuffer(ubo); <mask> <mask> ubo.addUniform("vSphericalL00", 3); <mask> ubo.addUniform("vSphericalL...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
super.bindForSubMesh(world, mesh, subMesh);
<mask> if (this.getScene().useOrderIndependentTransparency && this.needAlphaBlendingForMesh(mesh)) { <mask> this.getScene().depthPeelingRenderer!.bind(effect); <mask> } <mask> <mask> Material.OnEventObservable.notifyObservers( <mask> this, <mas...
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https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> undefined, <mask> { animatables: results } as MaterialEventInfoGetAnimatables <mask> ); <mask> <mask> this.detailMap.getAnimatables(results); <mask> <mask> return results; <mask> } <mask> <mask> /** <mask> * Returns the texture used for r...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> if (this._lightmapTexture) { <mask> activeTextures.push(this._lightmapTexture); <mask> } <mask> <mask> Material.OnEventObservable.notifyObservers( <mask> this, <mask> MaterialEvent.GetActiveTextures, <mask> undefined, <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
return false;
<mask> if (this._lightmapTexture === texture) { <mask> return true; <mask> } <mask> <mask> return this.detailMap.hasTexture(texture); <mask> } <mask> <mask> /** <mask> * Sets the required values to the prepass renderer. <mask> * @param prePassRenderer de...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
<mask> this._reflectanceTexture?.dispose(); <mask> this._microSurfaceTexture?.dispose(); <mask> } <mask> <mask> this.detailMap.dispose(forceDisposeTextures); <mask> <mask> this._renderTargets.dispose(); <mask> <mask> if (this._imageProcessingConfigurat...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrBaseMaterial.ts
public prepareDefines(defines: MaterialSubSurfaceDefines, scene: Scene, mesh: AbstractMesh): void {
<mask> * @param defines the list of "defines" to update. <mask> * @param scene defines the scene to the material belongs to. <mask> * @param mesh the mesh being rendered <mask> */ <mask> public prepareDefines(defines: MaterialSubSurfaceDefines, scene: Scene, mesh: AbstractMesh): void { <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/PBR/pbrSubSurfaceConfiguration.ts
<mask> export * from "./effectRenderer"; <mask> export * from "./shadowDepthWrapper"; <mask> export * from "./drawWrapper"; <mask> export * from "./IMaterialPlugin"; <mask> export * from "./materialPluginManager"; </s> detailmap, standardmaterial with plugins Former-commit-id: b4f2103b85366c8fd0ba58e3fc2f27fb472...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/index.ts
export * from "./materialPluginManager"; export * from "./material.detailMapConfiguration";
<mask> export * from "./shadowDepthWrapper"; <mask> export * from "./drawWrapper"; <mask> export * from "./IMaterialPlugin"; <mask> export * from "./materialPluginManager"; </s> detailmap, standardmaterial with plugins Former-commit-id: b4f2103b85366c8fd0ba58e3fc2f27fb4723e8f7 </s> remove export * from "./materi...
[ "keep", "keep", "keep", "add" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/index.ts
import { Material } from './material';
<mask> import { Nullable } from "../types"; <mask> import { Scene } from "../scene"; <mask> import { Material } from "./material"; <mask> import { serialize, expandToProperty, serializeAsTexture, SerializationHelper } from '../Misc/decorators'; <mask> import { MaterialFlags } from './materialFlags'; <mask> import...
[ "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
class MaterialDetailMapDefines extends MaterialDefines { DETAIL = false; DETAILDIRECTUV = 0; DETAIL_NORMALBLENDMETHOD = 0;
<mask> <mask> /** <mask> * @hidden <mask> */ <mask> export interface IMaterialDetailMapDefines { <mask> DETAIL: boolean; <mask> DETAILDIRECTUV: number; <mask> DETAIL_NORMALBLENDMETHOD: number; <mask> <mask> /** @hidden */ <mask> _areTexturesDirty: boolean; <mask> } <mask> </s> det...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
const modelDefines = new MaterialDetailMapDefines();
<mask> _areTexturesDirty: boolean; <mask> } <mask> <mask> /** <mask> * Define the code related to the detail map parameters of a material <mask> * <mask> * Inspired from: <mask> * Unity: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@9.0/manual/Mask-Map-and-Detail-Map.ht...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
export class DetailMapConfiguration implements IMaterialPlugin { /** * Defines the priority of the plugin. */ @serialize() public priority = 140; private _material: PBRBaseMaterial | StandardMaterial;
<mask> * Unity: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@9.0/manual/Mask-Map-and-Detail-Map.html and https://docs.unity3d.com/Manual/StandardShaderMaterialParameterDetail.html <mask> * Unreal: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturin...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
<mask> } <mask> <mask> /** <mask> * Instantiate a new detail map <mask> * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty <mask> */ <mask> constructor(markAllSubMeshesAsTexturesDirty: () => void) { <mask> this._internalMarkAllSubMeshesAsTexturesD...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
constructor(material: PBRBaseMaterial | StandardMaterial) { this._material = material; } public initialize(scene: Scene, dirtyCallbacks: { [code: number]: () => void }): void { this._internalMarkAllSubMeshesAsTexturesDirty = dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];
<mask> /** <mask> * Instantiate a new detail map <mask> * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty <mask> */ <mask> constructor(markAllSubMeshesAsTexturesDirty: () => void) { <mask> this._internalMarkAllSubMeshesAsTexturesDirty = markAllSubMeshes...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
public isReadyForSubMesh(defines: MaterialDetailMapDefines, scene: Scene): boolean {
<mask> * @param defines the list of "defines" to update. <mask> * @param scene defines the scene the material belongs to. <mask> * @returns - boolean indicating that the submesh is ready or not. <mask> */ <mask> public isReadyForSubMesh(defines: IMaterialDetailMapDefines, scene: Scene): boo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
/** * Collects all define names. * @param names The array to append to. */ public collectDefineNames(names: string[]): void { for (const key of Object.keys(modelDefines)) { if (key[0] === "_") { continue; } names.push(key); ...
<mask> <mask> return true; <mask> } <mask> <mask> /** <mask> * Update the defines for detail map usage <mask> * @param defines the list of "defines" to update. <mask> * @param scene defines the scene the material belongs to. </s> detailmap, standardmaterial with plugins Forme...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
public prepareDefines(defines: MaterialDetailMapDefines, scene: Scene, mesh: AbstractMesh): void {
<mask> * Update the defines for detail map usage <mask> * @param defines the list of "defines" to update. <mask> * @param scene defines the scene the material belongs to. <mask> */ <mask> public prepareDefines(defines: IMaterialDetailMapDefines, scene: Scene): void { <mask> if (thi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene): void {
<mask> * @param uniformBuffer defines the Uniform buffer to fill in. <mask> * @param scene defines the scene the material belongs to. <mask> * @param isFrozen defines whether the material is frozen or not. <mask> */ <mask> public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, is...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
const isFrozen = this._material.isFrozen;
<mask> return; <mask> } <mask> <mask> if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) { <mask> if (this._texture && MaterialFlags.DetailTextureEnabled) { <mask> uniformBuffer.updateFloat4("vDetailInfos", this._texture.coordinatesIndex, this...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
public addUniforms(uniforms: string[]): void {
<mask> /** <mask> * Add the required uniforms to the current list. <mask> * @param uniforms defines the current uniform list. <mask> */ <mask> public static AddUniforms(uniforms: string[]): void { <mask> uniforms.push("vDetailInfos"); <mask> uniforms.push("detailMatrix"); ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
public addSamplers(samplers: string[]): void {
<mask> /** <mask> * Add the required samplers to the current list. <mask> * @param samplers defines the current sampler list. <mask> */ <mask> public static AddSamplers(samplers: string[]): void { <mask> samplers.push("detailSampler"); <mask> } <mask> <mask> /** <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
public prepareUniformBuffer(uniformBuffer: UniformBuffer): void {
<mask> /** <mask> * Add the required uniforms to the current buffer. <mask> * @param uniformBuffer defines the current uniform buffer. <mask> */ <mask> public static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void { <mask> uniformBuffer.addUniform("vDetailInfos", 4); <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.detailMapConfiguration.ts
import { MaterialEvent, MaterialEventInfoBindForSubMesh, MaterialEventInfoCollectDefineNames, MaterialEventInfoGetActiveTextures, MaterialEventInfoGetDisableAlphaBlending, MaterialEventInfoHasRenderTargetTextures, MaterialEventInfoHasTexture, MaterialEventInfoIsReadyForSubMesh } from "./materialEvent";
<mask> import { MaterialStencilState } from "./materialStencilState"; <mask> import { Scene } from "../scene"; <mask> import { AbstractScene } from "../abstractScene"; <mask> import { IMaterialPlugin } from "./IMaterialPlugin"; <mask> import { MaterialEvent, MaterialEventInfoCollectDefineNames, MaterialEventInfoGe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.ts
const defines = subMesh.materialDefines; if (!defines) { return false; } const scene = this.getScene(); const engine = scene.getEngine(); const isReadyForSubMeshInfo: MaterialEventInfoIsReadyForSubMesh = { isReadyForSubMesh: false, ...
<mask> * @param useInstances specifies that instances should be used <mask> * @returns a boolean indicating that the submesh is ready or not <mask> */ <mask> public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean { <mask> return false; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.ts
const scene = this.getScene(); const effect = subMesh.effect; if (!effect) { return; } let ubo = this._uniformBuffer; const engine = scene.getEngine(); Material.OnEventObservable.notifyObservers( this, MaterialEvent.B...
<mask> * @param subMesh defines the submesh to bind the material to <mask> */ <mask> public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void { <mask> } <mask> <mask> /** <mask> * Binds the world matrix to the material <mask> * @param world defines the world tran...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.ts
let activeTextures: BaseTexture[] = []; Material.OnEventObservable.notifyObservers( this, MaterialEvent.GetActiveTextures, undefined, undefined, { activeTextures: activeTextures } as MaterialEventInfoGetActiveTextures ); ...
<mask> * Gets the active textures from the material <mask> * @returns an array of textures <mask> */ <mask> public getActiveTextures(): BaseTexture[] { <mask> return []; <mask> } <mask> <mask> /** <mask> * Specifies if the material uses a texture <mask> * @param t...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/material.ts
import { MaterialEvent, MaterialEventInfoAddSamplers, MaterialEventInfoAddUniforms, MaterialEventInfoGetAnimatables, MaterialEventInfoPrepareDefines, MaterialEventInfoPrepareUniformBuffer, } from "./materialEvent";
<mask> import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "./imageProcessingConfiguration"; <mask> import { ColorCurves } from "./colorCurves"; <mask> import { FresnelParameters } from "./fresnelParameters"; <mask> import { Material, ICustomShaderNameResolveOptions } from "../Materia...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
declare type DetailMapConfiguration = import("./material.detailMapConfiguration").DetailMapConfiguration;
<mask> import "../Shaders/default.vertex"; <mask> import { Constants } from "../Engines/constants"; <mask> import { EffectFallbacks } from './effectFallbacks'; <mask> import { Effect, IEffectCreationOptions } from './effect'; <mask> import { IMaterialDetailMapDefines, DetailMapConfiguration } from './material.deta...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
implements IImageProcessingConfigurationDefines {
<mask> const onCreatedEffectParameters = { effect: null as unknown as Effect, subMesh: null as unknown as Nullable<SubMesh> }; <mask> <mask> /** @hidden */ <mask> export class StandardMaterialDefines extends MaterialDefines <mask> implements IImageProcessingConfigurationDefines, <mask> IMaterialDetailMap...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
<mask> public MAINUV5 = false; <mask> public MAINUV6 = false; <mask> public DIFFUSE = false; <mask> public DIFFUSEDIRECTUV = 0; <mask> public DETAIL = false; <mask> public DETAILDIRECTUV = 0; <mask> public DETAIL_NORMALBLENDMETHOD = 0; <mask> public BAKED_VERTEX_ANIMATION_TEXTURE...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
protected _keysFromPlugins?: string[]; /** * Initializes the PBR Material defines. * @param keysFromPlugins The plugin keys */ constructor(keysFromPlugins?: string[]) {
<mask> */ <mask> public IS_REFRACTION_LINEAR = false; <mask> public EXPOSURE = false; <mask> <mask> constructor() { <mask> super(); <mask> this.rebuild(); <mask> } <mask> <mask> public setReflectionMode(modeToEnable: string) { </s> detailmap, standardmaterial with p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
this._keysFromPlugins = keysFromPlugins;
<mask> constructor(keysFromPlugins?: string[]) { <mask> super(); <mask> this.rebuild(); <mask> } <mask> <mask> public rebuild() { <mask> super.rebuild(); <mask> if (this._keysFromPlugins) { </s> detailmap, standardmaterial with plugins Former-commit-id: b4f2103b85...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
public rebuild() { super.rebuild(); if (this._keysFromPlugins) { this._keys.push(...this._keysFromPlugins); } }
<mask> } <mask> <mask> public setReflectionMode(modeToEnable: string) { <mask> var modes = [ <mask> "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR", <mask> "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX", <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
public readonly detailMap: DetailMapConfiguration;
<mask> <mask> /** <mask> * Defines the detail map parameters for the material. <mask> */ <mask> public readonly detailMap = new DetailMapConfiguration(this._markAllSubMeshesAsTexturesDirty.bind(this)); <mask> <mask> protected _renderTargets = new SmartArray<RenderTargetTexture>(16); <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
subMesh.materialDefines = new StandardMaterialDefines(this._defineNamesFromPlugins);
<mask> } <mask> } <mask> <mask> if (!subMesh.materialDefines) { <mask> subMesh.materialDefines = new StandardMaterialDefines(); <mask> } <mask> <mask> var scene = this.getScene(); <mask> var defines = <StandardMaterialDefines>subMesh.materialDef...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
if (!super.isReadyForSubMesh(mesh, subMesh, useInstances)) {
<mask> <mask> defines.ALPHABLEND = this.transparencyMode === null || this.needAlphaBlendingForMesh(mesh); // check on null for backward compatibility <mask> } <mask> <mask> if (!this.detailMap.isReadyForSubMesh(defines, scene)) { <mask> return false; <mask> } <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
Material.OnEventObservable.notifyObservers( this, MaterialEvent.PrepareDefines, undefined, undefined, { defines, scene, mesh } as MaterialEventInfoPrepareDefines );
<mask> // Values that need to be evaluated on every frame <mask> MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances, null, subMesh.getRenderingMesh().hasThinInstances); <mask> <mask> // External config <mask> this.detailMap.prepareDefines(defines,...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
Material.OnEventObservable.notifyObservers( this, MaterialEvent.AddUniforms, undefined, undefined, { uniforms } as MaterialEventInfoAddUniforms ); Material.OnEventObservable.notifyObservers( ...
<mask> "oitFrontColorSampler"]; <mask> <mask> var uniformBuffers = ["Material", "Scene", "Mesh"]; <mask> <mask> DetailMapConfiguration.AddUniforms(uniforms); <mask> DetailMapConfiguration.AddSamplers(samplers); <mask> <mask> PrePassConfiguration...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
Material.OnEventObservable.notifyObservers( this, MaterialEvent.PrepareUniformBuffer, undefined, undefined, { ubo } as MaterialEventInfoPrepareUniformBuffer );
<mask> ubo.addUniform("vEmissiveColor", 3); <mask> ubo.addUniform("vDiffuseColor", 4); <mask> ubo.addUniform("vAmbientColor", 3); <mask> <mask> DetailMapConfiguration.PrepareUniformBuffer(ubo); <mask> <mask> ubo.create(); <mask> } <mask> <mask> /** </s> deta...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
super.bindForSubMesh(world, mesh, subMesh);
<mask> if (this.getScene().useOrderIndependentTransparency && this.needAlphaBlendingForMesh(mesh)) { <mask> this.getScene().depthPeelingRenderer!.bind(effect); <mask> } <mask> <mask> this.detailMap.bindForSubMesh(ubo, scene, this.isFrozen); <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
Material.OnEventObservable.notifyObservers( this, MaterialEvent.GetAnimatables, undefined, undefined, { animatables: results } as MaterialEventInfoGetAnimatables );
<mask> if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) { <mask> results.push(this._refractionTexture); <mask> } <mask> <mask> this.detailMap.getAnimatables(results); <mask> <mask> return results; <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
<mask> if (this._refractionTexture) { <mask> activeTextures.push(this._refractionTexture); <mask> } <mask> <mask> this.detailMap.getActiveTextures(activeTextures); <mask> <mask> return activeTextures; <mask> } <mask> <mask> /** <mask> * Specifies if...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
<mask> if (this._refractionTexture === texture) { <mask> return true; <mask> } <mask> <mask> if (this.detailMap.hasTexture(texture)) { <mask> return true; <mask> } <mask> <mask> return false; <mask> } <mask> <mask> /** <mask> *...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
<mask> this._lightmapTexture?.dispose(); <mask> this._refractionTexture?.dispose(); <mask> } <mask> <mask> this.detailMap.dispose(forceDisposeTextures); <mask> <mask> if (this._imageProcessingConfiguration && this._imageProcessingObserver) { <mask> t...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593
src/Materials/standardMaterial.ts
@serialize()
<mask> public diffuseColor = new Color3(1, 1, 1); <mask> <mask> public furLength: number = 1; <mask> <mask> @serialize() <mask> public furAngle: number = 0; <mask> <mask> @serializeAsColor3() </s> Update material library serialize clone... to d...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serialize()
<mask> <mask> @serialize() <mask> public furLength: number = 1; <mask> public furAngle: number = 0; <mask> <mask> @serializeAsColor3() <mask> public furColor = new Color3(0.44,0.21,0.02); <mask> </s> Update material library serialize clone... t...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serializeAsColor3()
<mask> <mask> @serialize() <mask> public furAngle: number = 0; <mask> public furColor = new Color3(0.44,0.21,0.02); <mask> <mask> @serialize() <mask> public furOffset: number = 0.0; <mask> </s> Update material library serialize clone... to deco...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serialize()
<mask> @serializeAsColor3() <mask> public furColor = new Color3(0.44,0.21,0.02); <mask> <mask> public furOffset: number = 0.0; <mask> <mask> @serialize() <mask> public furSpacing: number = 12; </s> Update material library serialize clone... to decorators...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serialize()
<mask> <mask> @serialize() <mask> public furOffset: number = 0.0; <mask> public furSpacing: number = 12; <mask> <mask> @serializeAsVector3() <mask> public furGravity = new Vector3(0, 0, 0); <mask> </s> Update material library serialize clone......
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serializeAsVector3()
<mask> @serialize() <mask> public furSpacing: number = 12; <mask> public furGravity = new Vector3(0, 0, 0); <mask> <mask> @serialize() <mask> public furSpeed: number = 100; <mask> </s> Update material library serialize clone... to decorators Former-com...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serialize()
<mask> <mask> @serializeAsVector3() <mask> public furGravity = new Vector3(0, 0, 0); <mask> public furSpeed: number = 100; <mask> <mask> @serialize() <mask> public furDensity: number = 20; </s> Update material library serialize clone... to decorators F...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serialize()
<mask> @serialize() <mask> public furSpeed: number = 100; <mask> public furDensity: number = 20; <mask> <mask> @serializeAsTexture() <mask> public furTexture: DynamicTexture; <mask> </s> Update material library serialize clone... to decorators Former-c...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serializeAsTexture()
<mask> <mask> @serialize() <mask> public furDensity: number = 20; <mask> public furTexture: DynamicTexture; <mask> <mask> @serialize() <mask> public disableLighting = false; <mask> <mask> @serialize() </s> Update material library seria...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serialize()
<mask> public furTexture: DynamicTexture; <mask> <mask> public disableLighting = false; <mask> <mask> @serialize() <mask> public highLevelFur: boolean = true; <mask> <mask> private _worldViewProjectionMatrix = Matrix.Zero(); </s> Update material librar...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serialize()
<mask> <mask> @serialize() <mask> public disableLighting = false; <mask> public highLevelFur: boolean = true; <mask> <mask> private _worldViewProjectionMatrix = Matrix.Zero(); <mask> private _scaledDiffuse = new Color3(1.,1.,1.); </s> Update material library ser...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serialize()
<mask> } <mask> <mask> public get furTime() { <mask> return this._furTime; <mask> } <mask> <mask> public set furTime(furTime: number) { </s> Update material library serialize clone... to decorators Former-commit-id: aea1126ac896bc722e0a3f779ec3ac74...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
return SerializationHelper.Clone(() => new FurMaterial(name, this.getScene()), this);
<mask> super.dispose(forceDisposeEffect); <mask> } <mask> <mask> public clone(name: string): FurMaterial { <mask> var newMaterial = new FurMaterial(name, this.getScene()); <mask> <mask> // Base material <mask> this.copyTo(newMaterial); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
<mask> } <mask> <mask> return newMaterial; <mask> } <mask> <mask> public serialize(): any { <mask> var serializationObject = super.serialize(); <mask> serializationObject.customType = "BABYLON.FurMaterial"; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "re...
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
public serialize(): any { var serializationObject = SerializationHelper.Serialize(this); serializationObject.customType = "BABYLON.FurMaterial";
<mask> public clone(name: string): FurMaterial { <mask> return SerializationHelper.Clone(() => new FurMaterial(name, this.getScene()), this); <mask> } <mask> <mask> return serializationObject; <mask> } <mask> <mask> // Statics <mask> public stat...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
// Statics
<mask> serializationObject.customType = "BABYLON.FurMaterial"; <mask> return serializationObject; <mask> } <mask> <mask> public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial { <mask> return SerializationHelper.Parse(() => new FurMaterial...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
return SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl);
<mask> return serializationObject; <mask> } <mask> <mask> public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial { <mask> var material = new FurMaterial(source.name, scene); <mask> <mask> material.diffuseColor = Color3....
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "re...
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/fur/babylon.furMaterial.ts
@serializeAsColor3()
<mask> <mask> export class GradientMaterial extends Material { <mask> <mask> // The gradient top color, red by default <mask> public topColor = new Color3(1, 0, 0); <mask> <mask> @serialize() <mask> public topColorAlpha = 1.0; </s> Update material library serializ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e
materialsLibrary/materials/gradient/babylon.gradientMaterial.ts