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#endif
<mask> uniform vec4 vLightDiffuse1; <mask> #ifdef SPECULARTERM <mask> uniform vec3 vLightSpecular1; <mask> #ifdef SHADOW1 <mask> varying vec4 vPositionFromLight1; <mask> uniform sampler2D shadowSampler1; <mask> uniform vec3 shadowsInfo1; <mask> #endif </s> Improved shaders optimizer to remove specular code whe...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> <mask> #ifdef LIGHT2 <mask> uniform vec4 vLightData2; <mask> uniform vec4 vLightDiffuse2; <mask> uniform vec3 vLightSpecular2; <mask> #endif <mask> #ifdef SHADOW2 <mask> varying vec4 vPositionFromLight2; </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b5204...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> uniform vec4 vLightDiffuse2; <mask> #ifdef SPECULARTERM <mask> uniform vec3 vLightSpecular2; <mask> #ifdef SHADOW2 <mask> varying vec4 vPositionFromLight2; <mask> uniform sampler2D shadowSampler2; <mask> uniform vec3 shadowsInfo2; <mask> #endif </s> Improved shaders optimizer to remove specular code whe...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> #ifdef LIGHT3 <mask> uniform vec4 vLightData3; <mask> uniform vec4 vLightDiffuse3; <mask> uniform vec3 vLightSpecular3; <mask> #endif <mask> #ifdef SHADOW3 <mask> varying vec4 vPositionFromLight3; <mask> uniform sampler2D shadowSampler3; </s> Improved shaders optimizer to remove specular code when not n...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> uniform vec4 vLightData3; <mask> uniform vec4 vLightDiffuse3; <mask> #ifdef SPECULARTERM <mask> uniform vec3 vLightSpecular3; <mask> #ifdef SHADOW3 <mask> varying vec4 vPositionFromLight3; <mask> uniform sampler2D shadowSampler3; <mask> uniform vec3 shadowsInfo3; <mask> #endif </s> Improved shaders opt...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#if defined(SPECULAR) || defined(SPECULARTERM)
<mask> uniform vec2 vEmissiveInfos; <mask> uniform sampler2D emissiveSampler; <mask> #endif <mask> <mask> #ifdef SPECULAR <mask> varying vec2 vSpecularUV; <mask> uniform vec2 vSpecularInfos; <mask> uniform sampler2D specularSampler; <mask> #endif <mask> </s> Improved shaders optimizer to remove specular co...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> struct lightingInfo <mask> { <mask> vec3 diffuse; <mask> vec3 specular; <mask> #endif <mask> }; <mask> </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b520457535e852a56509b38636236f5c2ba77b </s> remove </s> add #endif
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> #ifdef SPECULARTERM <mask> vec3 specular; <mask> }; <mask> <mask> lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) { <mask> lightingInfo result; <mask> <mask> vec3 lightVectorW; </s> Improved shaders optimizer to rem...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
result.diffuse = ndl * diffuseColor * attenuation;
<mask> <mask> // diffuse <mask> float ndl = max(0., dot(vNormal, lightVectorW)); <mask> <mask> #ifdef SPECULARTERM <mask> // Specular <mask> vec3 angleW = normalize(viewDirectionW + lightVectorW); </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b520457535e852a...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> // diffuse <mask> float ndl = max(0., dot(vNormal, lightVectorW)); <mask> result.diffuse = ndl * diffuseColor * attenuation; <mask> <mask> // Specular <mask> vec3 angleW = normalize(viewDirectionW + lightVectorW); <mask> float specComp = max(0., dot(vNormal, angleW)); <mask> specComp = pow(specCo...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
<mask> vec3 angleW = normalize(viewDirectionW + lightVectorW); <mask> float specComp = max(0., dot(vNormal, angleW)); <mask> specComp = pow(specComp, max(1., vSpecularColor.a)); <mask> <mask> result.diffuse = ndl * diffuseColor * attenuation; <mask> result.specular = specComp * specularColor * attenuation; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> specComp = pow(specComp, max(1., vSpecularColor.a)); <mask> <mask> result.diffuse = ndl * diffuseColor * attenuation; <mask> result.specular = specComp * specularColor * attenuation; <mask> <mask> return result; <mask> } <mask> <mask> lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
<mask> <mask> // Diffuse <mask> float ndl = max(0., dot(vNormal, -lightDirection.xyz)); <mask> <mask> #ifdef SPECULARTERM <mask> // Specular <mask> vec3 angleW = normalize(viewDirectionW - lightDirection.xyz); <mask> float specComp = max(0., dot(vNormal, angleW)); </s> Improved shaders optimizer to...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> result.diffuse = ndl * spotAtten * diffuseColor * attenuation; <mask> <mask> // Specular <mask> vec3 angleW = normalize(viewDirectionW - lightDirection.xyz); <mask> float specComp = max(0., dot(vNormal, angleW)); <mask> specComp = pow(specComp, vSpecularColor.a); <mask> <mask> result.specul...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
<mask> vec3 angleW = normalize(viewDirectionW - lightDirection.xyz); <mask> float specComp = max(0., dot(vNormal, angleW)); <mask> specComp = pow(specComp, vSpecularColor.a); <mask> <mask> result.diffuse = ndl * spotAtten * diffuseColor * attenuation; <mask> result.specular = specComp * specularColor *...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> float specComp = max(0., dot(vNormal, angleW)); <mask> specComp = pow(specComp, vSpecularColor.a); <mask> <mask> result.specular = specComp * specularColor * spotAtten * attenuation; <mask> <mask> return result; <mask> } <mask> <mask> result.diffuse = vec3(0.); </s> Improved shaders optimi...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> return result; <mask> } <mask> <mask> result.diffuse = vec3(0.); <mask> result.specular = vec3(0.); <mask> #endif <mask> <mask> return result; <mask> } </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b520457535e852a56509b38636236f5c2ba77b </s> remov...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> result.diffuse = vec3(0.); <mask> #ifdef SPECULARTERM <mask> result.specular = vec3(0.); <mask> <mask> return result; <mask> } <mask> <mask> lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) { </s> Imp...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
result.diffuse = mix(groundColor, diffuseColor, ndl);
<mask> // Diffuse <mask> float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5; <mask> <mask> #ifdef SPECULARTERM <mask> // Specular <mask> vec3 angleW = normalize(viewDirectionW + lightData.xyz); <mask> float specComp = max(0., dot(vNormal, angleW)); </s> Improved shaders optimizer to remove specular code ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5; <mask> result.diffuse = mix(groundColor, diffuseColor, ndl); <mask> <mask> // Specular <mask> vec3 angleW = normalize(viewDirectionW + lightData.xyz); <mask> float specComp = max(0., dot(vNormal, angleW)); <mask> specComp = pow(specComp, vSpecula...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
<mask> vec3 angleW = normalize(viewDirectionW + lightData.xyz); <mask> float specComp = max(0., dot(vNormal, angleW)); <mask> specComp = pow(specComp, vSpecularColor.a); <mask> <mask> result.diffuse = mix(groundColor, diffuseColor, ndl); <mask> result.specular = specComp * specularColor; <mask> <mask> r...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> specComp = pow(specComp, vSpecularColor.a); <mask> <mask> result.specular = specComp * specularColor; <mask> <mask> return result; <mask> } <mask> </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b520457535e852a56509b38636236f5c2ba77b </s> remove result...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> <mask> // Lighting <mask> vec3 diffuseBase = vec3(0., 0., 0.); <mask> vec3 specularBase = vec3(0., 0., 0.); <mask> #endif <mask> float shadow = 1.; <mask> <mask> #ifdef LIGHT0 <mask> #ifndef SPECULARTERM </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> // Lighting <mask> vec3 diffuseBase = vec3(0., 0., 0.); <mask> #ifdef SPECULARTERM <mask> vec3 specularBase = vec3(0., 0., 0.); <mask> float shadow = 1.; <mask> <mask> #ifdef LIGHT0 <mask> #ifndef SPECULARTERM <mask> vec3 vLightSpecular0 = vec3(0.0); </s> Improved shaders optimizer to remove spec...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifndef SPECULARTERM vec3 vLightSpecular0 = vec3(0.0); #endif
<mask> <mask> #ifdef LIGHT0 <mask> #ifdef SPOTLIGHT0 <mask> lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a); <mask> #endif <mask> #ifdef HEMILIGHT0 </s> Improved shaders optimizer to remove specular code when...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> #else <mask> shadow = 1.; <mask> #endif <mask> diffuseBase += info.diffuse * shadow; <mask> specularBase += info.specular * shadow; <mask> #endif <mask> #endif <mask> </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b520457535e852a56509b38636236f5c2ba77b
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> specularBase += info.specular * shadow; <mask> #endif <mask> <mask> #ifdef LIGHT1 <mask> #ifndef SPECULARTERM <mask> vec3 vLightSpecular1 = vec3(0.0); </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b520457535e852a56509b38636236f5c2ba77b
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifndef SPECULARTERM vec3 vLightSpecular1 = vec3(0.0); #endif
<mask> <mask> #ifdef LIGHT1 <mask> #ifdef SPOTLIGHT1 <mask> info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a); <mask> #endif <mask> #ifdef HEMILIGHT1 </s> Improved shaders optimizer to remove specular code when not needed ...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> shadow = 1.; <mask> #endif <mask> diffuseBase += info.diffuse * shadow; <mask> specularBase += info.specular * shadow; <mask> #endif <mask> #endif <mask> </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b520457535e852a56509b38636236f5c2ba77b
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> diffuseBase += info.diffuse * shadow; <mask> #ifdef SPECULARTERM <mask> specularBase += info.specular * shadow; <mask> #endif <mask> <mask> #ifdef LIGHT2 <mask> #ifndef SPECULARTERM <mask> vec3 vLightSpecular2 = vec3(0.0); </s> Improved shaders optimizer to remove specular code when not needed For...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifndef SPECULARTERM vec3 vLightSpecular2 = vec3(0.0); #endif
<mask> <mask> #ifdef LIGHT2 <mask> #ifdef SPOTLIGHT2 <mask> info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a); <mask> #endif <mask> #ifdef HEMILIGHT2 <mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLight...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> shadow = 1.; <mask> #endif <mask> diffuseBase += info.diffuse * shadow; <mask> specularBase += info.specular * shadow; <mask> #endif <mask> #endif <mask> </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b520457535e852a56509b38636236f5c2ba77b
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> diffuseBase += info.diffuse * shadow; <mask> #ifdef SPECULARTERM <mask> specularBase += info.specular * shadow; <mask> #endif <mask> <mask> #ifdef LIGHT3 <mask> #ifndef SPECULARTERM <mask> vec3 vLightSpecular3 = vec3(0.0); <mask> #endif </s> Improved shaders optimizer to remove specular code when n...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifndef SPECULARTERM vec3 vLightSpecular3 = vec3(0.0); #endif
<mask> #endif <mask> #endif <mask> <mask> #ifdef LIGHT3 <mask> #ifdef SPOTLIGHT3 <mask> info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a); <mask> #endif <mask> #ifdef HEMILIGHT3 <mask> info = computeHemisphericLighting(v...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> #else <mask> shadow = 1.; <mask> #endif <mask> diffuseBase += info.diffuse * shadow; <mask> specularBase += info.specular * shadow; <mask> #endif <mask> #endif <mask> <mask> // Reflection </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b520457535e852a5...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> #endif <mask> diffuseBase += info.diffuse * shadow; <mask> #ifdef SPECULARTERM <mask> specularBase += info.specular * shadow; <mask> #endif <mask> <mask> // Reflection <mask> vec3 reflectionColor = vec3(0., 0., 0.); <mask> <mask> #ifdef REFLECTION </s> Improved shaders optimizer to remove specul...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> <mask> // Specular map <mask> vec3 specularColor = vSpecularColor.rgb; <mask> #ifdef SPECULAR <mask> specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y; <mask> #endif </s> Improved shaders optimizer to remove specular code when not needed Former-commit-id: e6b520457535e85...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#endif
<mask> vec3 specularColor = vSpecularColor.rgb; <mask> #ifdef SPECULAR <mask> specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y; <mask> #endif <mask> <mask> // Fresnel <mask> #ifdef DIFFUSEFRESNEL <mask> float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, dif...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#ifdef SPECULARTERM
<mask> <mask> // Composition <mask> vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb; <mask> vec3 finalSpecular = specularBase * specularColor; <mask> #else <mask> vec3 finalSpecular = vec3(0.0); <mask> #endif </s> Improved shaders optimizer to...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
#else vec3 finalSpecular = vec3(0.0); #endif
<mask> // Composition <mask> vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb; <mask> #ifdef SPECULARTERM <mask> vec3 finalSpecular = specularBase * specularColor; <mask> <mask> #ifdef SPECULAROVERALPHA <mask> alpha = clamp(alpha + dot(finalSpec...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ad07215e536617ddac0a4f8c6ca39bc82eaeb04
Babylon/Shaders/default.fragment.fx
//Not checking svg files if(module.endsWith(".svg")){ return; }
<mask> var validatePath = function(fileLocation, directory, module, lineNumber, errors, isExport) { <mask> let expressionType = isExport ? "Export" : "Import"; <mask> let internalModulePath = path.join(directory, module + ".ts"); <mask> <mask> // Check .ts path. <mask> if (!fs.existsSync(internal...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7b8d1cc40b7708f6ad4108bcfd6fd100f8da678d
Tools/Gulp/helpers/gulp-validateImports.js
import PopUpIcon from './svgs/popOut.svg';
<mask> import { PreviewMeshType } from './previewMeshType'; <mask> import { DataStorage } from '../../dataStorage'; <mask> import { OptionsLineComponent } from '../../sharedComponents/optionsLineComponent'; <mask> import * as ReactDOM from 'react-dom'; <mask> import PopUpIcon from './svgs/popOut.svg' <mask> impor...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7b8d1cc40b7708f6ad4108bcfd6fd100f8da678d
nodeEditor/src/components/preview/previewMeshControlComponent.tsx
import PlayIcon from './svgs/playIcon.svg';
<mask> import * as ReactDOM from 'react-dom'; <mask> import PopUpIcon from './svgs/popOut.svg' <mask> import ColorPicker from './svgs/colorPicker.svg'; <mask> import PauseIcon from './svgs/pauseIcon.svg'; <mask> import PlayIcon from './svgs/playIcon.svg' <mask> <mask> interface IPreviewMeshControlComponent { <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7b8d1cc40b7708f6ad4108bcfd6fd100f8da678d
nodeEditor/src/components/preview/previewMeshControlComponent.tsx
// Optimizer setters public set useParticleRotation(val: boolean) { this._useParticleRotation = val;
<mask> public dispose(): void { <mask> this.mesh.dispose(); <mask> } <mask> <mask> // Optimizers <mask> public enableParticleRotation(): void { <mask> this._useParticleRotation = true; <mask> } <mask> <mask> public disableParticleRotati...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ba00b6f13dceba599561224ab96c692b165bcc9
src/Particles/babylon.solidParticleSystem.ts
public set useParticleColor(val: boolean) { this._useParticleColor = val;
<mask> public enableParticleRotation(): void { <mask> this._useParticleRotation = true; <mask> } <mask> <mask> public disableParticleRotation(): void { <mask> this._useParticleRotation = false; <mask> } <mask> <mask> public enableParticleColor()...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ba00b6f13dceba599561224ab96c692b165bcc9
src/Particles/babylon.solidParticleSystem.ts
public set useParticleTexture(val: boolean) { this._useParticleTexture = val;
<mask> public disableParticleRotation(): void { <mask> this._useParticleRotation = false; <mask> } <mask> <mask> public enableParticleColor(): void { <mask> this._useParticleColor = true; <mask> } <mask> public disableParticleColor(): void { <mas...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ba00b6f13dceba599561224ab96c692b165bcc9
src/Particles/babylon.solidParticleSystem.ts
public set useParticleVertex(val: boolean) { this._useParticleVertex = val;
<mask> public enableParticleTexture(): void { <mask> this._useParticleTexture = true; <mask> } <mask> <mask> public disableParticleTexture(): void { <mask> this._useParticleTexture = false; <mask> } <mask> <mask> public enableParticleVertex():...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ba00b6f13dceba599561224ab96c692b165bcc9
src/Particles/babylon.solidParticleSystem.ts
// getters public get useParticleRotation() { return this._useParticleRotation; }
<mask> public disableParticleTexture(): void { <mask> this._useParticleTexture = false; <mask> } <mask> <mask> public enableParticleVertex(): void { <mask> this._useParticleVertex = true; <mask> } <mask> <mask> public disableParticleVertex(): ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ba00b6f13dceba599561224ab96c692b165bcc9
src/Particles/babylon.solidParticleSystem.ts
public get useParticleColor() { return this._useParticleColor;
<mask> public enableParticleVertex(): void { <mask> this._useParticleVertex = true; <mask> } <mask> <mask> public disableParticleVertex(): void { <mask> this._useParticleVertex = false; <mask> } <mask> <mask> // ================================...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ba00b6f13dceba599561224ab96c692b165bcc9
src/Particles/babylon.solidParticleSystem.ts
public get useParticleTexture() { return this._useParticleTexture; } public get useParticleVertex() { return this._useParticleVertex; }
<mask> return this._useParticleColor; <mask> } <mask> <mask> // ======================================================================= <mask> // Particle behavior logic <mask> // these following methods may be overwritten by the user to fit his needs <mask> <mask> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7ba00b6f13dceba599561224ab96c692b165bcc9
src/Particles/babylon.solidParticleSystem.ts
<mask> downTriggered = true; <mask> // pointer up right after down, if disable on touch out <mask> if (this._options.disablePointerUpOnTouchOut) { <mask> this._scene.simulatePointerUp(controllerData.pick, { pointerId...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c29172963a8a73ce7ac07ab04945c99ebde1135
src/Cameras/XR/features/WebXRControllerPointerSelection.ts
this._scene.simulatePointerMove(controllerData.pick, { pointerId: controllerData.id });
<mask> downTriggered = false; <mask> timer = 0; <mask> } <mask> <mask> oldPick = controllerData.pick; <mask> }); <mask> xrController.onDisposeObservable.addOnce(() => { <mask> if (controllerData.pick && !this._options.disablePo...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c29172963a8a73ce7ac07ab04945c99ebde1135
src/Cameras/XR/features/WebXRControllerPointerSelection.ts
<mask> if (!controllerData.selectionComponent) { <mask> controllerData.selectionComponent = xrController.gamepadController.getMainComponent(); <mask> } <mask> <mask> let observer: Nullable<Observer<XRFrame>> = null; <mask> <mask> controllerData.onFrameObserver = this...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c29172963a8a73ce7ac07ab04945c99ebde1135
src/Cameras/XR/features/WebXRControllerPointerSelection.ts
if (controllerData.pick) { this._scene.simulatePointerMove(controllerData.pick, { pointerId: controllerData.id }); }
<mask> } else { <mask> (<StandardMaterial>controllerData.selectionMesh.material).emissiveColor = this.selectionMeshDefaultColor; <mask> (<StandardMaterial>controllerData.laserPointer.material).emissiveColor = this.lasterPointerDefaultColor; <mask> } <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c29172963a8a73ce7ac07ab04945c99ebde1135
src/Cameras/XR/features/WebXRControllerPointerSelection.ts
<mask> const pressed = component.changes.pressed.current; <mask> if (controllerData.pick) { <mask> if (pressed) { <mask> this._scene.simulatePointerDown(controllerData.pick, { pointerId: controllerData.id }); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c29172963a8a73ce7ac07ab04945c99ebde1135
src/Cameras/XR/features/WebXRControllerPointerSelection.ts
<mask> this._scene.simulatePointerMove(controllerData.pick, { pointerId: controllerData.id }); <mask> } <mask> }); <mask> } else { <mask> this._xrSessionManager.onXRFrameObservable.remove...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c29172963a8a73ce7ac07ab04945c99ebde1135
src/Cameras/XR/features/WebXRControllerPointerSelection.ts
serialize(): any; private _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
<mask> * <mask> * @param name The material name <mask> * @param scene The scene the material will be use in. <mask> */ <mask> /** <mask> * Return the currrent class name of the material. <mask> */ <mask> getClassName(): string; </s> Nightly ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the r component (input)
<mask> /** Emit build activity */ <mask> verbose: boolean; <mask> /** <mask> * Gets the compilation hints emitted at compilation time <mask> */ <mask> hints: { <mask> needWorldViewMatrix: boolean; <mask> needWorldViewProjectionMatrix: boo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the g component (input)
<mask> */ <mask> hints: { <mask> needWorldViewMatrix: boolean; <mask> needWorldViewProjectionMatrix: boolean; <mask> needAlphaBlending: boolean; <mask> needAlphaTesting: boolean; <mask> }; <mask> /** <mask> * List of comp...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the b component (input)
<mask> needAlphaBlending: boolean; <mask> needAlphaTesting: boolean; <mask> }; <mask> /** <mask> * List of compilation checks <mask> */ <mask> checks: { <mask> emitVertex: boolean; <mask> emitFragment: boolean; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the a component (input)
<mask> * List of compilation checks <mask> */ <mask> checks: { <mask> emitVertex: boolean; <mask> emitFragment: boolean; <mask> notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[]; <mask> }; <mask> /** Creates a new shared da...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
/** * Gets the rgba component (output) */ readonly rgba: NodeMaterialConnectionPoint; /** * Gets the rgb component (output) */ readonly rgb: NodeMaterialConnectionPoint;
<mask> emitVertex: boolean; <mask> emitFragment: boolean; <mask> notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[]; <mask> } <mask> declare module BABYLON { <mask> /** <mask> * Class used to store node based material build state </s> Nightly + #6012 Form...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the x component (input)
<mask> /** <mask> * Gets the list of emitted attributes <mask> */ <mask> attributes: string[]; <mask> /** <mask> * Gets the list of emitted uniforms <mask> */ <mask> uniforms: string[]; <mask> /** <mask> * Gets the list of em...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the y component (input)
<mask> /** <mask> * Gets the list of emitted uniforms <mask> */ <mask> uniforms: string[]; <mask> /** <mask> * Gets the list of emitted uniform buffers <mask> */ <mask> uniformBuffers: string[]; <mask> /** <mask> * Gets the l...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the z component (input)
<mask> /** <mask> * Gets the list of emitted uniform buffers <mask> */ <mask> uniformBuffers: string[]; <mask> /** <mask> * Gets the list of emitted samplers <mask> */ <mask> samplers: string[]; <mask> /** <mask> * Gets the l...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the w component (input)
<mask> /** <mask> * Gets the list of emitted samplers <mask> */ <mask> samplers: string[]; <mask> /** <mask> * Gets the list of emitted functions <mask> */ <mask> functions: { <mask> [key: string]: string; <mask> }; </s> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
/** * Gets the xyzw component (output) */ readonly xyzw: NodeMaterialConnectionPoint; /** * Gets the xyz component (output) */ readonly xyz: NodeMaterialConnectionPoint; /** * Gets the xy component (output) */ ...
<mask> /** <mask> * Gets the target of the compilation state <mask> */ <mask> target: NodeMaterialBlockTargets; <mask> /** @hidden */ <mask> private _attributeDeclaration: string; <mask> /** @hidden */ <mask> private _uniformDeclaration: string; <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the rgba component (input)
<mask> */ <mask> sharedData: NodeMaterialBuildStateSharedData; <mask> /** @hidden */ <mask> private _vertexState: NodeMaterialBuildState; <mask> /** @hidden */ <mask> private _attributeDeclaration: string; <mask> /** @hidden */ <mask> private _uniformDeclaration: string;...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the rgb component (input)
<mask> /** @hidden */ <mask> private _attributeDeclaration: string; <mask> /** @hidden */ <mask> private _uniformDeclaration: string; <mask> /** @hidden */ <mask> private _samplerDeclaration: string; <mask> /** @hidden */ <mask> private _varyingTransfer: string; <mask> p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
readonly rgbIn: NodeMaterialConnectionPoint; /** * Gets the rgb component (output) */ readonly rgbOut: NodeMaterialConnectionPoint; /** * Gets the r component (output) */ readonly r: NodeMaterialConnectionPoint; /** *...
<mask> /** @hidden */ <mask> private _uniformDeclaration: string; <mask> /** @hidden */ <mask> private _samplerDeclaration: string; <mask> /** @hidden */ <mask> private _varyingTransfer: string; <mask> private _repeatableContentAnchorIndex; <mask> /** @hidden */ <mask> p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the xyzw component (input)
<mask> /** @hidden */ <mask> private _getFreeVariableName(prefix: string): string; <mask> /** @hidden */ <mask> private _getFreeDefineName(prefix: string): string; <mask> /** @hidden */ <mask> private _excludeVariableName(name: string): void; <mask> /** @hidden */ <mask> private ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
* Gets the xyz component (input)
<mask> /** @hidden */ <mask> private _excludeVariableName(name: string): void; <mask> /** @hidden */ <mask> private _getGLType(type: NodeMaterialBlockConnectionPointTypes): string; <mask> /** @hidden */ <mask> private _emitFunction(name: string, code: string, comments: string): void; <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
readonly xyzIn: NodeMaterialConnectionPoint; /** * Gets the xyz component (output) */ readonly xyzOut: NodeMaterialConnectionPoint; /** * Gets the xy component (output) */ readonly xy: NodeMaterialConnectionPoint; /** ...
<mask> /** @hidden */ <mask> private _getGLType(type: NodeMaterialBlockConnectionPointTypes): string; <mask> /** @hidden */ <mask> private _emitFunction(name: string, code: string, comments: string): void; <mask> /** @hidden */ <mask> private _emitCodeFromInclude(includeName: string, comme...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
Playground/babylon.d.txt
import { RemapBlock } from 'babylonjs/Materials/Node/Blocks/remapBlock';
<mask> import { ColorSplitterBlock } from 'babylonjs/Materials/Node/Blocks/colorSplitterBlock'; <mask> import { VectorSplitterBlock } from 'babylonjs/Materials/Node/Blocks/vectorSplitterBlock'; <mask> import { TextureBlock } from 'babylonjs/Materials/Node/Blocks/Dual/textureBlock'; <mask> import { LightBlock } from...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/blockTools.ts
import { NormalizeBlock } from 'babylonjs/Materials/Node/Blocks/normalizeBlock';
<mask> import { FogBlock } from 'babylonjs/Materials/Node/Blocks/Dual/fogBlock'; <mask> import { VertexOutputBlock } from 'babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock'; <mask> import { FragmentOutputBlock } from 'babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock'; <mask> import { AddBlock } ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/blockTools.ts
case "RemapBlock": return new RemapBlock("Remap"); case "NormalizeBlock": return new NormalizeBlock("Normalize");
<mask> case "MultiplyBlock": <mask> return new MultiplyBlock("Multiply"); <mask> case "TransformBlock": <mask> return new TransformBlock("Transform"); <mask> } <mask> <mask> return null; <mask> } <mask> <mask> public static GetC...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/blockTools.ts
&.remap { color:white; background: #4086BB; .value { grid-row: 2; } .outputs, .inputs { transform: translateY(5px); } }
<mask> } <mask> } <mask> <mask> &.attribute { <mask> background: #40866E; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d854271156ccc27cb47e827a91fc0 </s> remove <div className="input-port-label"> {po...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/components/diagram/diagram.scss
import { CheckBoxLineComponent } from '../../../sharedComponents/checkBoxLineComponent'; import { TransformBlock } from 'babylonjs/Materials/Node/Blocks/transformBlock';
<mask> import { LineContainerComponent } from '../../../sharedComponents/lineContainerComponent'; <mask> import { TextInputLineComponent } from '../../../sharedComponents/textInputLineComponent'; <mask> <mask> /** <mask> * Generic node model which stores information about a node editor block <mask> */ <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/components/diagram/generic/genericNodeModel.tsx
<div>
<mask> renderProperties(globalState: GlobalState) { <mask> <mask> return ( <mask> <LineContainerComponent title="GENERAL"> <mask> <TextInputLineComponent label="Name" propertyName="name" target={this.block!} onChange={() => globalState.onUpdateRequiredObservable.notifyObser...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/components/diagram/generic/genericNodeModel.tsx
{ this.block!.getClassName() === "TransformBlock" && <LineContainerComponent title="PROPERTIES"> <CheckBoxLineComponent label="Transform as direction" onSelect={value => { let transformBlock = this.block as TransformBlock; ...
<mask> <LineContainerComponent title="GENERAL"> <mask> <TextInputLineComponent label="Name" propertyName="name" target={this.block!} onChange={() => globalState.onUpdateRequiredObservable.notifyObservers()} /> <mask> <TextLineComponent label="Type" value={this.block!.getCl...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/components/diagram/generic/genericNodeModel.tsx
if (value !== "") {
<mask> } <mask> } <mask> <mask> renderValue(value: string) { <mask> if (value) { <mask> return ( <mask> <div className="value-text"> <mask> {value} <mask> </div> <mask> ) </s> Nightly + #6012 Former-commit-...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/components/diagram/input/inputNodeWidget.tsx
public static GenerateInputPorts(node: Nullable<DefaultNodeModel>, includeOnly?: string[], ignoreLabel: boolean = false) {
<mask> <mask> return outputPorts; <mask> } <mask> <mask> public static GenerateInputPorts(node: Nullable<DefaultNodeModel>, includeOnly?: string[]) { <mask> if (!node) { <mask> return new Array<JSX.Element>(); <mask> } <mask> let inputPorts = []; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/components/diagram/portHelper.tsx
{ !ignoreLabel && <div className="input-port-label"> {port.connection!.name} </div> }
<mask> typeIndicator <mask> } <mask> </div> <mask> </div> <mask> <div className="input-port-la...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/components/diagram/portHelper.tsx
Math: ["AddBlock", "ClampBlock", "CrossBlock", "DotBlock", "MultiplyBlock", "RemapBlock", "NormalizeBlock", "TransformBlock", "ColorMergerBlock", "ColorSplitterBlock", "VectorMergerBlock", "VectorSplitterBlock"],
<mask> const allBlocks = { <mask> Vertex: ["BonesBlock", "InstancesBlock", "MorphTargetsBlock"], <mask> Fragment: ["AlphaTestBlock", "ImageProcessingBlock", "TextureBlock", "LightBlock", "FogBlock"], <mask> Outputs: ["VertexOutputBlock", "FragmentOutputBlock"], <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/components/nodeList/nodeListComponent.tsx
import { RemapNodeFactory } from './components/diagram/remap/remapNodeFactory'; import { RemapNodeModel } from './components/diagram/remap/remapNodeModel'; import { RemapBlock } from 'babylonjs/Materials/Node/Blocks/remapBlock';
<mask> import { Nullable } from 'babylonjs/types'; <mask> import { MessageDialogComponent } from './sharedComponents/messageDialog'; <mask> import { BlockTools } from './blockTools'; <mask> import { AdvancedLinkFactory } from './components/diagram/link/advancedLinkFactory'; <mask> <mask> require("storm-react-dia...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/graphEditor.tsx
if (this.props.globalState.nodeMaterial!.attachedBlocks.indexOf(options.nodeMaterialBlock) === -1) { this.props.globalState.nodeMaterial!.attachedBlocks.push(options.nodeMaterialBlock); }
<mask> return this._nodes.filter(n => n.block === options.nodeMaterialBlock)[0]; <mask> } <mask> <mask> this._blocks.push(options.nodeMaterialBlock); <mask> this.props.globalState.nodeMaterial!.attachedBlocks.push(options.nodeMaterialBlock); <mask> <mask> // Create n...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/graphEditor.tsx
newNode = new InputNodeModel(); } else if (options.nodeMaterialBlock instanceof RemapBlock) { newNode = new RemapNodeModel();
<mask> newNode = new TextureNodeModel(); <mask> } else if (options.nodeMaterialBlock instanceof LightBlock) { <mask> newNode = new LightNodeModel(); <mask> } else if (options.nodeMaterialBlock instanceof InputBlock) { <mask> newNode = new InputNodeModel(); <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/graphEditor.tsx
this._engine.registerNodeFactory(new RemapNodeFactory(this.props.globalState));
<mask> this._engine.registerNodeFactory(new GenericNodeFactory(this.props.globalState)); <mask> this._engine.registerNodeFactory(new TextureNodeFactory(this.props.globalState)); <mask> this._engine.registerNodeFactory(new LightNodeFactory(this.props.globalState)); <mask> this._engine...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
nodeEditor/src/graphEditor.tsx
* Gets the r component (input)
<mask> return "ColorMergerBlock"; <mask> } <mask> <mask> /** <mask> * Gets the r component input <mask> */ <mask> public get r(): NodeMaterialConnectionPoint { <mask> return this._inputs[0]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d85427...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/colorMergerBlock.ts
* Gets the g component (input)
<mask> return this._inputs[0]; <mask> } <mask> <mask> /** <mask> * Gets the g component input <mask> */ <mask> public get g(): NodeMaterialConnectionPoint { <mask> return this._inputs[1]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d85427115...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/colorMergerBlock.ts
* Gets the b component (input)
<mask> return this._inputs[1]; <mask> } <mask> <mask> /** <mask> * Gets the b component input <mask> */ <mask> public get b(): NodeMaterialConnectionPoint { <mask> return this._inputs[2]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d85427115...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/colorMergerBlock.ts
* Gets the a component (input)
<mask> return this._inputs[2]; <mask> } <mask> <mask> /** <mask> * Gets the a component input <mask> */ <mask> public get a(): NodeMaterialConnectionPoint { <mask> return this._inputs[3]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d85427115...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/colorMergerBlock.ts
/** * Gets the rgba component (output) */ public get rgba(): NodeMaterialConnectionPoint { return this._outputs[0]; } /** * Gets the rgb component (output) */ public get rgb(): NodeMaterialConnectionPoint { return this._outputs[1]; }
<mask> public get a(): NodeMaterialConnectionPoint { <mask> return this._inputs[3]; <mask> } <mask> <mask> protected _buildBlock(state: NodeMaterialBuildState) { <mask> super._buildBlock(state); <mask> <mask> let rInput = this.r; <mask> let gInput = this.g; <mask>...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/colorMergerBlock.ts
* Gets the rgba component (input)
<mask> return "ColorSplitterBlock"; <mask> } <mask> <mask> /** <mask> * Gets the rgba input component <mask> */ <mask> public get rgba(): NodeMaterialConnectionPoint { <mask> return this._inputs[0]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/colorSplitterBlock.ts
* Gets the rgb component (input)
<mask> return this._inputs[0]; <mask> } <mask> <mask> /** <mask> * Gets the rgb input component <mask> */ <mask> public get rgb(): NodeMaterialConnectionPoint { <mask> return this._inputs[1]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d8542...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/colorSplitterBlock.ts
public get rgbIn(): NodeMaterialConnectionPoint {
<mask> <mask> /** <mask> * Gets the rgb input component <mask> */ <mask> public get rgb(): NodeMaterialConnectionPoint { <mask> return this._inputs[1]; <mask> } <mask> <mask> protected _buildBlock(state: NodeMaterialBuildState) { <mask> super._buildBlock(state); </...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/colorSplitterBlock.ts
let input = this.rgba.isConnected ? this.rgba : this.rgbIn;
<mask> <mask> protected _buildBlock(state: NodeMaterialBuildState) { <mask> super._buildBlock(state); <mask> <mask> let input = this.rgba.isConnected ? this.rgba : this.rgb; <mask> <mask> let rgbOutput = this._outputs[0]; <mask> let rOutput = this._outputs[1]; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/colorSplitterBlock.ts
<mask> export * from "./addBlock"; <mask> export * from "./clampBlock"; <mask> export * from "./crossBlock"; <mask> export * from "./dotBlock"; <mask> export * from "./transformBlock"; </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d854271156ccc27cb47e827a91fc0
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/index.ts
import { Scene } from '../../../scene';
<mask> import { NodeMaterialBuildState } from '../nodeMaterialBuildState'; <mask> import { NodeMaterialBlockTargets } from '../nodeMaterialBlockTargets'; <mask> import { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint'; <mask> import { _TypeStore } from '../../../Misc/typeStore'; <mask> <...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/transformBlock.ts
* Gets the x component (input)
<mask> return "VectorMergerBlock"; <mask> } <mask> <mask> /** <mask> * Gets the x component input <mask> */ <mask> public get x(): NodeMaterialConnectionPoint { <mask> return this._inputs[0]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d8542...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorMergerBlock.ts