docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
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scene.beginAnimation(
instance,
parsedInstance.autoAnimateFrom,
parsedInstance.autoAnimateTo,
parsedInstance.autoAnimateLoop,
parsedInstance.autoAnimat... | <mask> }
<mask> Node.ParseAnimationRanges(instance, parsedInstance, scene);
<mask>
<mask> if (parsedInstance.autoAnimate) {
<mask> scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsed... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static CreateRibbon(
name: string,
pathArray: Vector3[][],
closeArray: boolean,
closePath: boolean,
offset: number,
scene?: Scene,
updatable?: boolean,
sideOrientation?: number,
instance?: Mesh
): Mesh {
| <mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
<mask> * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (https://doc.babylonjs.com/how_to/Ho... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static CreateCylinder(
name: string,
height: number,
diameterTop: number,
diameterBottom: number,
tessellation: number,
subdivisions: any,
scene?: Scene,
updatable?: any,
sideOrientation?: number
): Mesh {
| <mask> * @param updatable defines if the mesh must be flagged as updatable
<mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
<mask> * @returns a new Mesh
<mask> */
<mask> public static CreateCyli... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static CreateTorusKnot(
name: string,
radius: number,
tube: number,
radialSegments: number,
tubularSegments: number,
p: number,
q: number,
scene?: Scene,
updatable?: boolean,
sideOrientation?: number
): Mesh {
| <mask> * @param updatable defines if the mesh must be flagged as updatable
<mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
<mask> * @returns a new Mesh
<mask> */
<mask> public static CreateToru... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static CreateDashedLines(
name: string,
points: Vector3[],
dashSize: number,
gapSize: number,
dashNb: number,
scene: Nullable<Scene> = null,
updatable?: boolean,
instance?: LinesMesh
): LinesMesh {
| <mask> * @param updatable defines if the mesh must be flagged as updatable
<mask> * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
<mask> * @returns ... | [
"keep",
"keep",
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"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static ExtrudePolygon(
name: string,
shape: Vector3[],
depth: number,
scene: Scene,
holes?: Vector3[][],
updatable?: boolean,
sideOrientation?: number,
earcutInjection = earcut
): Mesh {
| <mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
<mask> * @param earcutInjection can be used to inject your own earcut reference
<mask> * @returns a new Mesh
<mask> */
<mask> public static Extru... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static ExtrudeShape(
name: string,
shape: Vector3[],
path: Vector3[],
scale: number,
rotation: number,
cap: number,
scene: Nullable<Scene> = null,
updatable?: boolean,
sideOrientation?: number,
instance?: Mesh
): M... | <mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
<mask> * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (https... | [
"keep",
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"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static CreateTiledGround(
name: string,
xmin: number,
zmin: number,
xmax: number,
zmax: number,
subdivisions: { w: number; h: number },
precision: { w: number; h: number },
scene: Scene,
updatable?: boolean
): Mesh {
| <mask> * @param scene defines the hosting scene
<mask> * @param updatable defines if the mesh must be flagged as updatable
<mask> * @returns a new Mesh
<mask> */
<mask> public static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: { w: n... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static CreateGroundFromHeightMap(
name: string,
url: string,
width: number,
height: number,
subdivisions: number,
minHeight: number,
maxHeight: number,
scene: Scene,
updatable?: boolean,
onReady?: (mesh: GroundMesh) => ... | <mask> * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
<mask> * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
<mask> * @returns a new Mesh
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static CreateTube(
name: string,
path: Vector3[],
radius: number,
tessellation: number,
radiusFunction: { (i: number, distance: number): number },
cap: number,
scene: Scene,
updatable?: boolean,
sideOrientation?: number,
... | <mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
<mask> * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (https://doc.babylonjs.com/how_to/How_to_dy... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static CreatePolyhedron(
name: string,
options: {
type?: number;
size?: number;
sizeX?: number;
sizeY?: number;
sizeZ?: number;
custom?: any;
faceUV?: Vector4[];
faceColors?: Color4[];
... | <mask> * @param options defines the options used to create the mesh
<mask> * @param scene defines the hosting scene
<mask> * @returns a new Mesh
<mask> */
<mask> public static CreatePolyhedron(name: string, options: { type?: number; size?: number; sizeX?: number; sizeY?: number; sizeZ?: num... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static CreateIcoSphere(
name: string,
options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientation?: number; updatable?: boolean },
scene: Scene
): Mesh {
| <mask> * @param scene defines the hosting scene
<mask> * @returns a new Mesh
<mask> * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
<mask> */
<mask> public static CreateIcoSphere(name: string, options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientat... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
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"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
Vector3.TransformCoordinatesFromFloatsToRef(
internalDataInfo._sourcePositions[index],
internalDataInfo._sourcePositions[index + 1],
internalDataInfo._sourcePositions[index + 2],
finalMatrix,
tempVector3
);
| <mask> }
<mask> }
<mask> }
<mask>
<mask> Vector3.TransformCoordinatesFromFloatsToRef(internalDataInfo._sourcePositions[index], internalDataInfo._sourcePositions[index + 1], internalDataInfo._sourcePositions[index + 2], finalMatrix, tempVector3);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
Vector3.TransformNormalFromFloatsToRef(
internalDataInfo._sourceNormals[index],
internalDataInfo._sourceNormals[index + 1],
internalDataInfo._sourceNormals[index + 2],
finalMatrix,
tempVector3
... | <mask> Vector3.TransformCoordinatesFromFloatsToRef(internalDataInfo._sourcePositions[index], internalDataInfo._sourcePositions[index + 1], internalDataInfo._sourcePositions[index + 2], finalMatrix, tempVector3);
<mask> tempVector3.toArray(positionsData, index);
<mask>
<mask> if ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
public static MergeMeshes(
meshes: Array<Mesh>,
disposeSource = true,
allow32BitsIndices?: boolean,
meshSubclass?: Mesh,
subdivideWithSubMeshes?: boolean,
multiMultiMaterials?: boolean
): Nullable<Mesh> {
| <mask> * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
<mask> * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
<mask> * @returns a new mesh
<ma... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352 | src/Meshes/mesh.ts |
let babylonMaterial = submesh.getMaterial() || bufferMesh.getScene().defaultMaterial;
| <mask> if (bufferMesh.subMeshes) {
<mask> // go through all mesh primitives (submeshes)
<mask> for (const submesh of bufferMesh.subMeshes) {
<mask> uvCoordsPresent = false;
<mask> let babylonMaterial = submesh.g... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/80285dbaf2de745bc48bb1f27af1d289f0946a8e | serializers/src/glTF/2.0/babylon.glTFExporter.ts |
const subMaterial = babylonMaterial.subMaterials[submesh.materialIndex];
if (subMaterial) {
babylonMaterial = subMaterial;
| <mask> this._materials.push(material);
<mask> materialIndex = this._materials.length - 1;
<mask> }
<mask> else if (babylonMaterial instanceof MultiMaterial) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/80285dbaf2de745bc48bb1f27af1d289f0946a8e | serializers/src/glTF/2.0/babylon.glTFExporter.ts |
let sideOrientation = babylonMaterial.sideOrientation;
| <mask> this._accessors.push(accessor);
<mask> meshPrimitive.indices = this._accessors.length - 1;
<mask> }
<mask> if (materialIndex != null && Object.keys(meshPrimitive.attributes).length > 0) {
<mask> ... | [
"keep",
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"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/80285dbaf2de745bc48bb1f27af1d289f0946a8e | serializers/src/glTF/2.0/babylon.glTFExporter.ts |
<mask> }
<mask> });
<mask> }
<mask>
<mask> private getRootNodes(babylonScene: Scene, nodes: TransformNode[], shouldExportTransformNode: (babylonTransformNode: TransformNode) => boolean): TransformNode[] {
<mask> const rootNodes: TransformNode[] = [];
<mask... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/80285dbaf2de745bc48bb1f27af1d289f0946a8e | serializers/src/glTF/2.0/babylon.glTFExporter.ts | |
<mask> };
<mask> let idleGLTFAnimations: IAnimation[] = [];
<mask> let node: INode;
<mask>
<mask> let negScaleRootNode: Nullable<TransformNode> = null;
<mask>
<mask> const rootNodes = this.getRootNodes(babylonScene, nodes, shouldExportTransformNode);
... | [
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<mask>
<mask> for (let babylonTransformNode of nodes) {
<mask> if (shouldExportTransformNode(babylonTransformNode)) {
<mask> node = this.createNode(babylonTransformNode, binaryWriter);
<mask> if (negScaleRootNode && babylonTransformNode === negSc... | [
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quaternion.x *= -1;
quaternion.y *= -1;
| <mask> * Converts a Quaternion to right-handed
<mask> * @param quaternion Source quaternion to convert to right-handed
<mask> */
<mask> public static _GetRightHandedQuaternionFromRef(quaternion: Quaternion) {
<mask> quaternion.x *= -1;
<mask> quaternion... | [
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quaternion[0] *= -1;
quaternion[1] *= -1;
| <mask> * Converts a Quaternion to right-handed
<mask> * @param quaternion Source quaternion to convert to right-handed
<mask> */
<mask> public static _GetRightHandedQuaternionArrayFromRef(quaternion: number[]) {
<mask> quaternion[0] *= -1;
<mask> quater... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/808a5b5beb1d2ea0453b340c1d0bead6383e9fe1 | serializers/src/glTF/2.0/babylon.glTFUtilities.ts |
const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z);
if (length > 0) {
tangent.x /= length;
tangent.y /= length;
tangent.z /= length;
}
| <mask> quaternion[1] *= -1;
<mask> }
<mask>
<mask> public static _NormalizeTangentFromRef(tangent: Vector4) {
<mask> const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z + tangent.z);
<mask> tangent.x /= length;
<mask> ... | [
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var vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;
var fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;
| <mask> }
<mask>
<mask> private _useFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any) {
<mask> if (baseName) {
<mask> var vertex = baseName.vertexElement || baseName.vertex || baseName;
<mask> var fragment = baseName.fragmentElement || baseN... | [
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// Prevents ES6 Crash if not imported.
import "../Shaders/postprocess.vertex";
| <mask> import { Observable } from '../Misc/observable';
<mask> import { Effect } from './effect';
<mask> import { DataBuffer } from '../Meshes/dataBuffer';
<mask>
<mask> /**
<mask> * Helper class to render one or more effects
<mask> */
<mask> export class EffectRenderer {
</s> Effect Renderer update
Forme... | [
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private _fullscreenViewport = new Viewport(0, 0, 1, 1);
| <mask>
<mask> private _ringBufferIndex = 0;
<mask> private _ringScreenBuffer: Nullable<Array<Texture>> = null;
<mask>
<mask> private _getNextFrameBuffer(incrementIndex = true) {
<mask> if (!this._ringScreenBuffer) {
<mask> this._ringScreenBuffer = [];
<mask> for (va... | [
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"add",
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public render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture: Nullable<Texture> = null) {
| <mask> * renders one or more effects to a specified texture
<mask> * @param effectWrappers list of effects to renderer
<mask> * @param outputTexture texture to draw to, if null it will render to the screen
<mask> */
<mask> render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputT... | [
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this.setViewport();
this.applyEffectWrapper(effectWrapper);
| <mask> renderTo = outputTexture;
<mask> }
<mask>
<mask> // Reset state
<mask> this.engine.setViewport(new Viewport(0, 0, 1, 1));
<mask> this.engine.enableEffect(effectWrapper.effect);
<mask>
<mask> // Bind buffers
<mask> ... | [
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<mask> // Reset state
<mask> this.engine.setViewport(new Viewport(0, 0, 1, 1));
<mask> this.engine.enableEffect(effectWrapper.effect);
<mask>
<mask> // Bind buffers
<mask> if (renderTo) {
<mask> this.engine.bindFramebuffer(renderTo.getI... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0 | src/Materials/effectRenderer.ts | |
<mask> // Bind buffers
<mask> if (renderTo) {
<mask> this.engine.bindFramebuffer(renderTo.getInternalTexture()!);
<mask> }
<mask> this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effectWrapper.effect);
<mask> effectWrapper.... | [
"keep",
"keep",
"keep",
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"replace",
"replace",
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this.draw();
| <mask> }
<mask> this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effectWrapper.effect);
<mask> effectWrapper.onApplyObservable.notifyObservers({});
<mask>
<mask> // Render
<mask> this.engine.drawElementsType(Constants.MATERIAL_TriangleFil... | [
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/**
* Vertex shader for the effect
*/
vertexShader: string;
| <mask> * Fragment shader for the effect
<mask> */
<mask> fragmentShader: string;
<mask> /**
<mask> * Attributes to use in the shader
<mask> */
<mask> attributeNames?: Array<string>;
<mask> /**
</s> Effect Renderer update
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"add",
"keep",
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attributeNames?: Array<string>;
| <mask> fragmentShader: string;
<mask> /**
<mask> * Attributes to use in the shader
<mask> */
<mask> attributeNames: Array<string>;
<mask> /**
<mask> * Uniforms to use in the shader
<mask> */
<mask> uniformNames: Array<string>;
<mask> /**
</s> Effect Renderer update... | [
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"replace",
"keep",
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"keep",
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uniformNames?: Array<string>;
| <mask> attributeNames: Array<string>;
<mask> /**
<mask> * Uniforms to use in the shader
<mask> */
<mask> uniformNames: Array<string>;
<mask> /**
<mask> * Texture sampler names to use in the shader
<mask> */
<mask> samplerNames: Array<string>;
<mask> }
</s> Effect Rende... | [
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"keep",
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"replace",
"keep",
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"keep",
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samplerNames?: Array<string>;
/**
* The friendly name of the effect displayed in Spector.
*/
name?: string;
| <mask> uniformNames: Array<string>;
<mask> /**
<mask> * Texture sampler names to use in the shader
<mask> */
<mask> samplerNames: Array<string>;
<mask> }
<mask>
<mask> /**
<mask> * Wraps an effect to be used for rendering
<mask> */
</s> Effect Renderer update
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this.effect = new Effect({
fragmentSource: creationOptions.fragmentShader,
vertexSource: creationOptions.vertexShader || "postprocess",
spectorName: creationOptions.name || "effectWrapper"
},
creationOptions.attributeNames || ["positio... | <mask> * Creates an effect to be renderer
<mask> * @param creationOptions options to create the effect
<mask> */
<mask> constructor(creationOptions: EffectWrapperCreationOptions) {
<mask> this.effect = new Effect({fragmentSource: creationOptions.fragmentShader, vertex: "postprocess"}, cr... | [
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"replace",
"keep",
"keep",
"keep",
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import { Observable, Engine, Scene, ArcRotateCamera, Vector3, SceneLoader, AbstractMesh, Mesh, HemisphericLight, Database, SceneLoaderProgressEvent } from 'babylonjs';
| <mask> import { viewerManager } from './viewerManager';
<mask> import { TemplateManager } from './../templateManager';
<mask> import configurationLoader from './../configuration/loader';
<mask> import { Observable, Engine, Scene, ArcRotateCamera, Vector3, SceneLoader, AbstractMesh, Mesh, HemisphericLight, Database ... | [
"keep",
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"keep",
"replace",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/823358c161b968d0a878263f0f8e6360199258e1 | Viewer/src/viewer/viewer.ts |
public onModelLoadProgressObservable: PromiseObservable<SceneLoaderProgressEvent>;
| <mask> public onSceneInitObservable: PromiseObservable<Scene>;
<mask> public onEngineInitObservable: PromiseObservable<Engine>;
<mask> public onModelLoadedObservable: PromiseObservable<AbstractMesh[]>;
<mask> public onInitDoneObservable: PromiseObservable<AbstractViewer>;
<mask>
<mask> protec... | [
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"add",
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] | https://github.com/BabylonJS/Babylon.js/commit/823358c161b968d0a878263f0f8e6360199258e1 | Viewer/src/viewer/viewer.ts |
this.onModelLoadProgressObservable = new PromiseObservable();
| <mask>
<mask> this.onSceneInitObservable = new PromiseObservable();
<mask> this.onEngineInitObservable = new PromiseObservable();
<mask> this.onModelLoadedObservable = new PromiseObservable();
<mask> this.onInitDoneObservable = new PromiseObservable();
<mask>
<mask> // a... | [
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}, (progressEvent) => {
this.onModelLoadProgressObservable.notifyWithPromise(progressEvent);
}, (e, m, exception) => {
// console.log(m, exception);
| <mask> }).then(() => {
<mask> return new Promise<Array<AbstractMesh>>((resolve, reject) => {
<mask> SceneLoader.ImportMesh(undefined, base, filename, this.scene, (meshes) => {
<mask> resolve(meshes);
<mask> }, undefined, (e, m, exception) => {... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/823358c161b968d0a878263f0f8e6360199258e1 | Viewer/src/viewer/viewer.ts |
/** @hidden */
public _reflectionPositionName: string;
/** @hidden */
public _reflectionSizeName: string;
| <mask> /** @hidden */
<mask> public _2DSamplerName: string;
<mask> protected _positionUVWName: string;
<mask> protected _directionWName: string;
<mask> protected _reflectionVectorName: string;
<mask> /** @hidden */
<mask> public _reflectionCoordsName: string;
<mask> /** @hidden *... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/8306827e3f5a01e23a6c80f7a3e845eed7e561a3 | src/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.ts |
if ((<any>texture).boundingBoxSize) {
let cubeTexture = <CubeTexture>texture;
effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);
effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);
}
| <mask> } else {
<mask> effect.setTexture(this._2DSamplerName, texture);
<mask> }
<mask> }
<mask>
<mask> /**
<mask> * Gets the code to inject in the vertex shader
<mask> * @param state current state of the node material building
<mask> * @returns the shader co... | [
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state._emitFunctionFromInclude("helperFunctions", comments);
| <mask>
<mask> let comments = `//${this.name}`;
<mask> state._emitFunction("ReciprocalPI", "#define RECIPROCAL_PI2 0.15915494", "");
<mask> state._emitFunctionFromInclude("reflectionFunction", comments, {
<mask> replaceStrings: [
<mask> { search: /vec3 computeRe... | [
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"add",
"keep",
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this._reflectionPositionName = state._getFreeVariableName("vReflectionPosition");
state._emitUniformFromString(this._reflectionPositionName, "vec3");
this._reflectionSizeName = state._getFreeVariableName("vReflectionPosition");
state._emitUniformFromString(this._reflectionSizeName... | <mask> this._reflectionColorName = state._getFreeVariableName("reflectionColor");
<mask> this._reflectionVectorName = state._getFreeVariableName("reflectionUVW");
<mask> this._reflectionCoordsName = state._getFreeVariableName("reflectionCoords");
<mask> }
<mask>
<mask> /**
<mask>... | [
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vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});
| <mask> #endif
<mask>
<mask> #ifdef ${this._defineCubicName}
<mask> #ifdef ${this._defineLocalCubicName}
<mask> vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, vRef... | [
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"core", | <mask> ]
<mask> }
<mask> ],
<mask> "modules": [
<mask> "materialsLibrary",
<mask> "postProcessesLibrary",
<mask> "proceduralTexturesLibrary",
<mask> "loaders",
<mask> "serializers",
<mask> "gui",
</s> Build Core As Lib
Former-commi... | [
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"keep",
"keep",
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<mask> var config = require("./config.json");
<mask>
<mask> var includeShadersStream;
<mask> var shadersStream;
<mask> var workersStream;
<mask>
<mask> var extendsSearchRegex = /var\s__extends[\s\S]+?\}\)\(\);/g;
<mask> var decorateSearchRegex = /var\s__decorate[\s\S]+?\};/g;
<mask>
<mask> /**
</s> Build ... | [
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<mask> }));
<mask> cb();
<mask> }));
<mask>
<mask> gulp.task("workers", function(cb) {
<mask> workersStream = config.workers.map(function(workerDef) {
<mask> return gulp.src(workerDef.files).
<mask> pipe(expect.real({ errorOnFailure: true }, workerDef.files)).
<mask> ... | [
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"replace",
"replace",
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"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/83b56f7d47690a24ab5385cb4aca0bc68ee4e38a | Tools/Gulp/gulpfile.js | |
gulp.task("typescript", gulp.series("typescript-compile", "build")); | <mask>
<mask> /**
<mask> * Build the releasable files.
<mask> */
<mask> gulp.task("typescript", gulp.series("typescript-compile", "buildWorker", "build"));
<mask>
<mask> /**
<mask> * Build all libs.
<mask> */
<mask> gulp.task("typescript-libraries", gulp.series(config.modules, config.viewerModules));
<... | [
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// Allow babylon.max.js and babylon.js
wpConfig.output.filename = library.maxOutput || wpConfig.output.filename.replace(".min", "");
| <mask> sequence.push(buildEventMin);
<mask>
<mask> // Generate unminified file.
<mask> wpConfig.mode = "development";
<mask> wpConfig.output.filename = wpConfig.output.filename.replace(".min", "");
<mask> let wpBuildMax = webpackStream(wpConfig, webpack);
<mask> let buildEventMax = wpBui... | [
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"keep",
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"keep",
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<mask> {
<mask> "compileOnSave": true,
<mask> "compilerOptions": {
<mask> "noResolve": true,
<mask> "target": "es5",
<mask> "declaration": true,
<mask> "experimentalDecorators": true,
</s> Build Core As Lib
Former-commit-id: 7795ce5937a8e57842579a3dc19098ea12b889e4 </s> remove "noResol... | [
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"experimentalDecorators": true,
"module": "commonjs",
"target": "es5",
"moduleResolution": "node",
"noImplicitAny": true,
"noImplicitReturns": true,
"noImplicitThis": true,
"noUnusedLocals": true,
"strictNullChecks": true,
"strictFunctionTypes": true,... | <mask> {
<mask> "compileOnSave": true,
<mask> "compilerOptions": {
<mask> "noResolve": true,
<mask> "target": "es5",
<mask> "declaration": true,
<mask> "experimentalDecorators": true,
<mask> "isolatedModules": false,
<mask> "sourceMap": true,
<mask> "types": [],
<mask> "no... | [
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"replace",
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"replace",
"replace",
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checkSkeletonViewerState(props: ISkeletonPropertyGridComponentProps) {
const scene = props.skeleton.getScene();
this._skeletonViewers = [];
| <mask>
<mask> }
<mask> }
<mask>
<mask> componentWillMount() {
<mask> const scene = this.props.skeleton.getScene();
<mask>
<mask> if (!scene) {
<mask> return;
<mask> }
<mask>
</s> Fix regression induced by skeleton.overrideMesh
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<mask> if (!scene) {
<mask> return;
<mask> }
<mask>
<mask> if (!scene.reservedDataStore) {
<mask> scene.reservedDataStore = {};
<mask> }
<mask>
<mask> for (var mesh of scene.meshes) {
<mask> if (mesh.skeleton === this.props.skeleton... | [
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if (mesh.skeleton === props.skeleton && mesh.reservedDataStore && mesh.reservedDataStore.skeletonViewer) {
| <mask> scene.reservedDataStore = {};
<mask> }
<mask>
<mask> for (var mesh of scene.meshes) {
<mask> if (mesh.skeleton === this.props.skeleton && mesh.reservedDataStore && mesh.reservedDataStore.skeletonViewer) {
<mask> this._skeletonViewers.push(mesh.reserv... | [
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componentWillMount() {
this.checkSkeletonViewerState(this.props);
}
shouldComponentUpdate(nextProps: ISkeletonPropertyGridComponentProps) {
if (nextProps.skeleton !== this.props.skeleton) {
this.checkSkeletonViewerState(nextProps);
}
return true;
}... | <mask> this._skeletonViewersEnabled = (this._skeletonViewers.length > 0);
<mask> }
<mask>
<mask> render() {
<mask> const skeleton = this.props.skeleton;
<mask>
<mask> return (
<mask> <div className="pane">
<mask> <LineContainerComponent globalState=... | [
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const effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
var world = effectiveMesh.getWorldMatrix();
| <mask>
<mask> var offset = 0;
<mask> var instancesCount = 0;
<mask>
<mask> var world = this.getWorldMatrix();
<mask> if (batch.renderSelf[subMesh._id]) {
<mask> world.copyToArray(instanceStorage.instancesData, offset);
<mask> offset += 16;
<mask> ... | [
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const effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
| <mask> public _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean,
<mask> onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh {
<mask> var scene ... | [
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onBeforeDraw(false, effectiveMesh.getWorldMatrix(), effectiveMaterial);
| <mask> } else {
<mask> if (batch.renderSelf[subMesh._id]) {
<mask> // Draw
<mask> if (onBeforeDraw) {
<mask> onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
<mask> }
<mask>
<mask> this._draw(s... | [
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"playgroundId": "#QATUCH#11", | <mask> "referenceImage": "particle_helper.png"
<mask> },
<mask> {
<mask> "title": "Chibi Rex",
<mask> "playgroundId": "#QATUCH#4",
<mask> "renderCount": 50,
<mask> "referenceImage": "chibi_rex.png"
<mask> },
<mask> {
<mask> "title": "Yeti",
</s> Fix regress... | [
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constructor(public r: number = 0, public g: number = 0, public b: number = 0, public a: number = 0) {
| <mask> export class Color4 {
<mask> /**
<mask> * Creates a new Color4 object from the passed float values ( < 1) : red, green, blue, alpha.
<mask> */
<mask> constructor(public r: number, public g: number, public b: number, public a: number) {
<mask> }
<mask>
<mas... | [
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float computeFallOff(float value, vec2 clipSpace, float frustumEdgeFalloff)
{
float mask = smoothstep(1.0, 1.0 - frustumEdgeFalloff, dot(clipSpace, clipSpace));
return mix(1.0, value, mask);
}
| <mask> }
<mask>
<mask> vec3 applyEaseInOut(vec3 x){
<mask> return x * x * (3.0 - 2.0 * x);
<mask> }
<mask>
</s> Moved computeFallOff to helperFunctions
Former-commit-id: af455f3f40e0924d86d72b032c1d1d36d8811b2e </s> remove float computeFallOff(float shadow, vec2 clipSpace, float frustumEdgeFalloff)
{
fl... | [
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<mask> return dot(color, bit_shift);
<mask> }
<mask> #endif
<mask>
<mask> float computeFallOff(float shadow, vec2 clipSpace, float frustumEdgeFalloff)
<mask> {
<mask> float mask = smoothstep(1.0, 1.0 - frustumEdgeFalloff, dot(clipSpace, clipSpace));
<mask> return mix(1.0, shadow, mask);
<mask> }
... | [
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/**
* Interface for the mapping from variant tag name to a mesh and material.
*/ | <mask> interface IKHRMaterialVariantsTop {
<mask> default?: string;
<mask> }
<mask>
<mask> interface VariantMapping {
<mask> mesh: AbstractMesh;
<mask> materialPromise: Promise<Nullable<Material>>;
<mask> material?: Material;
<mask> }
<mask>
</s> Add more comments
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<mask> * The default variant name.
<mask> */
<mask> public defaultVariant: string | undefined;
<mask>
<mask> /**
<mask> * A list of the available variant names in this asset.
<mask> */
<mask> public availableVariants: string[];
<mask>
<mask> private _tagsToMap: { [key: st... | [
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*
* @param {(string | string[])} variantName | <mask> /**
<mask> * Select a variant by providing a list of variant tag names.
<mask> */
<mask> public selectVariant(variantName: string | string[]) {
<mask> if (variantName instanceof Array) {
<mask> variantName.forEach((name) => this.selectVariantTag(name));
<mask> ... | [
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*
* @param {string} variantName | <mask> }
<mask>
<mask> /**
<mask> * Select a variant by providing a single variant tag.
<mask> */
<mask> public selectVariantTag(variantName: string) {
<mask> // If the name is valid, switch all meshes to use materials defined by the tags
<mask> const variantMappings = thi... | [
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/** @internal */
| <mask> * The interface for the physics aggregate parameters
<mask> */
<mask> export interface PhysicsAggregateParameters {
<mask> /**
<mask> * The mass of the physics imposter
<mask> */
<mask> mass: number;
<mask> /**
</s> @internal for created classes
Former-commit-id: 76402c33d24b54... | [
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/** @internal */
| <mask> */
<mask> export class PhysicsConstraint {
<mask> /**
<mask> *
<mask> */
<mask> public _pluginData: any = undefined;
<mask> protected _physicsPlugin: IPhysicsEnginePluginV2;
</s> @internal for created classes
Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99defed89 | [
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/** @internal */
| <mask> */
<mask> export class PhysicsConstraintBallAndSocket extends PhysicsConstraint {
<mask> constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene) {
<mask> super(ConstraintType.BALL_AND_SOCKET, { pivotA: pivotA, pivotB: pivotB, axisA: axisA, axisB: axisB }, scen... | [
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/** @internal */
| <mask> /**
<mask> *
<mask> */
<mask> export class PhysicsConstraintDistance extends PhysicsConstraint {
<mask> constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene) {
<mask> super(ConstraintType.DISTANCE, { pivotA: pivotA, pivotB: pivotB, axisA: axisA, axisB: ax... | [
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/** @internal */
| <mask> *
<mask> */
<mask> export class PhysicsConstraintHinge extends PhysicsConstraint {
<mask> constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene) {
<mask> super(ConstraintType.HINGE, { pivotA: pivotA, pivotB: pivotB, axisA: axisA, axisB: axisB }, scene);
<m... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d | packages/dev/core/src/Physics/v2/physicsConstraint.ts |
/** @internal */
| <mask> *
<mask> */
<mask> export class PhysicsConstraintSlider extends PhysicsConstraint {
<mask> constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene) {
<mask> super(ConstraintType.SLIDER, { pivotA: pivotA, pivotB: pivotB, axisA: axisA, axisB: axisB }, scene);
... | [
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"add",
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] | https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d | packages/dev/core/src/Physics/v2/physicsConstraint.ts |
/** @internal */
| <mask> *
<mask> */
<mask> export class PhysicsConstraintLock extends PhysicsConstraint {
<mask> constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene) {
<mask> super(ConstraintType.LOCK, { pivotA: pivotA, pivotB: pivotB, axisA: axisA, axisB: axisB }, scene);
<mas... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d | packages/dev/core/src/Physics/v2/physicsConstraint.ts |
/** @internal */
| <mask> * Class used to control physics engine
<mask> * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
<mask> */
<mask> export class PhysicsEngineV2 implements IPhysicsEngine {
<mask> /**
<mask> * Global value used to control the smallest number supported by the sim... | [
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/** @internal */
| <mask> *
<mask> */
<mask> export class PhysicsMaterial {
<mask> /**
<mask> *
<mask> */
<mask> public _pluginData: any = undefined;
<mask>
<mask> protected _physicsPlugin: IPhysicsEnginePluginV2;
</s> @internal for created classes
Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99de... | [
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/** @internal */
| <mask> /**
<mask> *
<mask> */
<mask> export class PhysicsShapeSphere extends PhysicsShape {
<mask> /**
<mask> *
<mask> * @param center
<mask> * @param radius
<mask> * @param scene
<mask> */
</s> @internal for created classes
Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99... | [
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/** @internal */
| <mask> *
<mask> */
<mask> export class PhysicsShapeCapsule extends PhysicsShape {
<mask> /**
<mask> *
<mask> * @param pointA
<mask> * @param pointB
<mask> * @param radius
</s> @internal for created classes
Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99defed89 | [
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] | https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d | packages/dev/core/src/Physics/v2/physicsShape.ts |
/** @internal */
| <mask> */
<mask> export class PhysicsShapeCylinder extends PhysicsShape {
<mask> /**
<mask> *
<mask> * @param pointA
<mask> * @param pointB
</s> @internal for created classes
Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99defed89 | [
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] | https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d | packages/dev/core/src/Physics/v2/physicsShape.ts |
/** @internal */
| <mask> *
<mask> */
<mask> export class PhysicsShapeShapeBox extends PhysicsShape {
<mask> /**
<mask> *
<mask> * @param center
<mask> * @param rotation
<mask> * @param extents
<mask> * @param scene
</s> @internal for created classes
Former-commit-id: 76402c33d24b54d99f1e59aa524... | [
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/** @internal */
| <mask> *
<mask> */
<mask> export class PhysicsShapeShapeConvexHull extends PhysicsShape {
<mask> /**
<mask> *
<mask> * @param mesh
<mask> * @param scene
<mask> */
<mask> constructor(mesh: AbstractMesh, scene: Scene) {
</s> @internal for created classes
Former-commit-id: 76402c3... | [
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/** @internal */
| <mask> */
<mask> export class PhysicsShapeShapeMesh extends PhysicsShape {
<mask> /**
<mask> *
<mask> * @param mesh
<mask> * @param scene
<mask> */
</s> @internal for created classes
Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99defed89 | [
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] | https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d | packages/dev/core/src/Physics/v2/physicsShape.ts |
/** @internal */
| <mask> *
<mask> */
<mask> export class PhysicsShapeShapeContainer extends PhysicsShape {
<mask> /**
<mask> *
<mask> * @param mesh
<mask> * @param scene
<mask> */
</s> @internal for created classes
Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99defed89 | [
"keep",
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this.rebuild();
| <mask> public HIGHLEVEL = false;
<mask>
<mask> constructor() {
<mask> super();
<mask> this._keys = Object.keys(this);
<mask> }
<mask> }
<mask>
<mask> export class FurMaterial extends Material {
<mask>
</s> Updated Fur Material to unlimited nu... | [
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"replace",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa | materialsLibrary/materials/fur/babylon.furMaterial.ts |
#include<lightFragmentDeclaration>[0..maxSimultaneousLights] | <mask> varying vec4 vColor;
<mask> #endif
<mask>
<mask> // Lights
<mask> #ifdef LIGHT0
<mask> uniform vec4 vLightData0;
<mask> uniform vec4 vLightDiffuse0;
<mask> #ifdef SHADOW0
<mask> #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
<mask> varying vec4 vPositionFromLight0;
<mask> uniform sampler2D shadowSampl... | [
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#include<lightsFragmentFunctions>
#include<shadowsFragmentFunctions>
#include<fogFragmentDeclaration>
#include<clipPlaneFragmentDeclaration> | <mask>
<mask> varying vec2 vFurUV;
<mask> #endif
<mask>
<mask> // Shadows
<mask> #ifdef SHADOWS
<mask>
<mask> float unpack(vec4 color)
<mask> {
<mask> const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
<mask> return dot(color, bit_shift);
<mask> }
<mas... | [
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#include<clipPlaneFragment>
| <mask> }
<mask>
<mask> void main(void) {
<mask> // Clip plane
<mask> #ifdef CLIPPLANE
<mask> if (fClipDistance > 0.0)
<mask> discard;
<mask> #endif
<mask>
<mask> vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
<mask>
<mask> // Base color
<mask> vec4 baseColor = furColor;
<mask> vec3... | [
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lightingInfo info; | <mask> // Lighting
<mask> vec3 diffuseBase = vec3(0., 0., 0.);
<mask> float shadow = 1.;
<mask> float glossiness = 0.;
<mask>
<mask> #include<lightFragment>[0..maxSimultaneousLights]
<mask>
<mask> #ifdef VERTEXALPHA
</s> Updated Fur Material to unlimited number of lights
Fixed Fur and Water materials se... | [
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float glossiness = 0.; | <mask> lightingInfo info;
<mask> float shadow = 1.;
<mask>
<mask> #include<lightFragment>[0..maxSimultaneousLights]
<mask>
<mask> #ifdef VERTEXALPHA
</s> Updated Fur Material to unlimited number of lights
Fixed Fur and Water materials serialize / Parse
Fixed Furify function (Fur Material)
Polished materi... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa | materialsLibrary/materials/fur/fur.fragment.fx |
#include<lightFragment>[0..maxSimultaneousLights] | <mask> // Lighting
<mask> vec3 diffuseBase = vec3(0., 0., 0.);
<mask> float shadow = 1.;
<mask>
<mask> #ifdef LIGHT0
<mask> #ifdef SPOTLIGHT0
<mask> lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);
<mask> #endif
<mask> #... | [
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#include<fogFragment> | <mask> float r = vfur_length * 0.5;
<mask> vec4 color = vec4(finalDiffuse * (0.5 + r), alpha);
<mask> #endif
<mask>
<mask> #ifdef FOG
<mask> float fog = CalcFogFactor();
<mask> color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
<mask> #endif
<mask>
<mask> gl_FragColor = color;
<mask> } </s> Upda... | [
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<mask> #endif
<mask> #ifdef VERTEXCOLOR
<mask> attribute vec4 color;
<mask> #endif
<mask> #ifdef BONES
<mask> attribute vec4 matricesIndices;
<mask> attribute vec4 matricesWeights;
<mask> #endif
<mask>
<mask>
<mask> // Uniforms
<mask> uniform float furLength;
<mask> uniform float furAngle;
</s> Updated ... | [
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#include<bonesDeclaration> | <mask> attribute vec4 color;
<mask> #endif
<mask>
<mask>
<mask> // Uniforms
<mask> uniform float furLength;
<mask> uniform float furAngle;
</s> Updated Fur Material to unlimited number of lights
Fixed Fur and Water materials serialize / Parse
Fixed Furify function (Fur Material)
Polished materials :)
Former... | [
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#include<instancesDeclaration> | <mask> #ifdef HIGHLEVEL
<mask> varying vec2 vFurUV;
<mask> #endif
<mask>
<mask> #ifdef INSTANCES
<mask> attribute vec4 world0;
<mask> attribute vec4 world1;
<mask> attribute vec4 world2;
<mask> attribute vec4 world3;
<mask> #else
<mask> uniform mat4 world;
<mask> #endif
<mask>
<mask> uniform mat4 view;
... | [
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<mask> uniform mat4 diffuseMatrix;
<mask> uniform vec2 vDiffuseInfos;
<mask> #endif
<mask>
<mask> #ifdef BONES
<mask> uniform mat4 mBones[BonesPerMesh];
<mask> #endif
<mask>
<mask> #ifdef POINTSIZE
<mask> uniform float pointSize;
<mask> #endif
<mask>
<mask> // Output
</s> Updated Fur Material to unlimi... | [
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#include<clipPlaneVertexDeclaration>
#include<fogVertexDeclaration>
#include<shadowsVertexDeclaration> | <mask> #ifdef VERTEXCOLOR
<mask> varying vec4 vColor;
<mask> #endif
<mask>
<mask> #ifdef CLIPPLANE
<mask> uniform vec4 vClipPlane;
<mask> varying float fClipDistance;
<mask> #endif
<mask>
<mask> #ifdef FOG
<mask> varying float fFogDistance;
<mask> #endif
<mask>
<mask> #ifdef SHADOWS
<mask> #if defined... | [
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<mask> return fract(sin(x) * 43758.5453);
<mask> }
<mask>
<mask> void main(void) {
<mask> mat4 finalWorld;
<mask>
<mask> #ifdef INSTANCES
<mask> finalWorld = mat4(world0, world1, world2, world3);
<mask> #else
<mask> finalWorld = world;
</s> Updated Fur Material to unlimited number of lights
Fixed Fur a... | [
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"replace",
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#include<instancesVertex>
#include<bonesVertex> | <mask>
<mask> void main(void) {
<mask> mat4 finalWorld;
<mask>
<mask> #ifdef INSTANCES
<mask> finalWorld = mat4(world0, world1, world2, world3);
<mask> #else
<mask> finalWorld = world;
<mask> #endif
<mask>
<mask> #ifdef BONES
<mask> mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
... | https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa | materialsLibrary/materials/fur/fur.vertex.fx |
#include<clipPlaneVertex> | <mask> #endif
<mask> #endif
<mask>
<mask> // Clip plane
<mask> #ifdef CLIPPLANE
<mask> fClipDistance = dot(worldPos, vClipPlane);
<mask> #endif
<mask>
<mask> // Fog
<mask> #ifdef FOG
<mask> fFogDistance = (view * worldPos).z;
<mask> #endif
</s> Updated Fur Material to unlimited number of lights
Fixe... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa | materialsLibrary/materials/fur/fur.vertex.fx |
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