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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",
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"keep"
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#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... | [
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"add",
"keep",
"keep",
"keep",
"keep",
"keep"
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#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... | [
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"keep",
"keep",
"replace",
"keep",
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"keep",
"keep",
"keep"
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#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
| [
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"keep"
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#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"
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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"
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#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",
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"keep"
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<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;
... | [
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#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",
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"replace",
"keep",
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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"
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#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... | [
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"keep",
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<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"
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#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... | [
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"keep",
"keep",
"add",
"keep",
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#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... | [
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#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... | [
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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",
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"keep",
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#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",
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"keep"
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<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... | [
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"keep",
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#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... | [
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#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",
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"add",
"keep",
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"keep",
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#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... | [
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"keep",
"keep",
"add",
"keep",
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#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... | [
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#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",
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"keep",
"add",
"keep",
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#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
... | [
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#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 | [
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#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... | [
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#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... | [
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#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 | [
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#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... | [
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"add",
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#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... | [
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#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
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"keep",
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"keep",
"add",
"keep",
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"keep",
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#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... | [
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#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... | [
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#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... | [
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#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... | [
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#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... | [
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//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... | [
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] | 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... | [
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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 {
<... | [
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// 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... | [
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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()... | [
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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... | [
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"replace",
"replace",
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"replace",
"replace",
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"keep",
"keep",
"keep",
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"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():... | [
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// 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(): ... | [
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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> // ================================... | [
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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> ... | [
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<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... | [
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"replace",
"keep",
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] | 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... | [
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<mask> if (!controllerData.selectionComponent) {
<mask> controllerData.selectionComponent = xrController.gamepadController.getMainComponent();
<mask> }
<mask>
<mask> let observer: Nullable<Observer<XRFrame>> = null;
<mask>
<mask> controllerData.onFrameObserver = this... | [
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] | 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> ... | [
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<mask> const pressed = component.changes.pressed.current;
<mask> if (controllerData.pick) {
<mask> if (pressed) {
<mask> this._scene.simulatePointerDown(controllerData.pick, { pointerId: controllerData.id });
<mask> ... | [
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<mask> this._scene.simulatePointerMove(controllerData.pick, { pointerId: controllerData.id });
<mask> }
<mask> });
<mask> } else {
<mask> this._xrSessionManager.onXRFrameObservable.remove... | [
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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 ... | [
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* 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... | [
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* 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... | [
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* 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> ... | [
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* 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... | [
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/**
* 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... | [
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* 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... | [
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* 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... | [
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* 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... | [
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* 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> ... | [
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"keep",
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"keep",
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/**
* 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> ... | [
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* 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;... | [
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* 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... | [
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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... | [
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* 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 ... | [
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* 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... | [
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"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 |
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