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"version": "5.31.2",
<mask> { <mask> "name": "babylonjs-loaders", <mask> "version": "5.31.1", <mask> "main": "babylonjs.loaders.js", <mask> "types": "babylonjs.loaders.module.d.ts", <mask> "files": [ <mask> "*" <mask> ], </s> Version update 5.31.2 Former-commit-id: 8e3e028c4995f4d0dbc96ef71a222da5...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-loaders/package.json
"babylonjs": "^5.31.2", "babylonjs-gltf2interface": "^5.31.2"
<mask> "build:declaration": "build-tools -c pud --config ./config.json", <mask> "clean": "rimraf dist && rimraf babylon*.*" <mask> }, <mask> "dependencies": { <mask> "babylonjs": "^5.31.1", <mask> "babylonjs-gltf2interface": "^5.31.1" <mask> }, <mask> "devDependen...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-loaders/package.json
"version": "5.31.2",
<mask> { <mask> "name": "babylonjs-materials", <mask> "version": "5.31.1", <mask> "main": "babylonjs.materials.js", <mask> "types": "babylonjs.materials.module.d.ts", <mask> "files": [ <mask> "*" <mask> ], </s> Version update 5.31.2 Former-commit-id: 8e3e028c4995f4d0dbc96ef71a...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-materials/package.json
"babylonjs": "^5.31.2"
<mask> "build:declaration": "build-tools -c pud --config ./config.json", <mask> "clean": "rimraf dist && rimraf babylon*.*" <mask> }, <mask> "dependencies": { <mask> "babylonjs": "^5.31.1" <mask> }, <mask> "devDependencies": { <mask> "@dev/build-tools": "1.0.0", ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-materials/package.json
"version": "5.31.2",
<mask> { <mask> "name": "babylonjs-node-editor", <mask> "version": "5.31.1", <mask> "main": "babylon.nodeEditor.js", <mask> "types": "babylon.nodeEditor.module.d.ts", <mask> "files": [ <mask> "*" <mask> ], </s> Version update 5.31.2 Former-commit-id: 8e3e028c4995f4d0dbc96ef71a...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-node-editor/package.json
"babylonjs": "^5.31.2"
<mask> "build:declaration": "build-tools -c pud --config ./config.json", <mask> "clean": "rimraf dist && rimraf babylon*.*" <mask> }, <mask> "dependencies": { <mask> "babylonjs": "^5.31.1" <mask> }, <mask> "devDependencies": { <mask> "@dev/build-tools": "1.0.0", ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-node-editor/package.json
"version": "5.31.2",
<mask> { <mask> "name": "babylonjs-post-process", <mask> "version": "5.31.1", <mask> "main": "babylonjs.postProcess.min.js", <mask> "types": "babylonjs.postProcess.module.d.ts", <mask> "files": [ <mask> "*" <mask> ], </s> Version update 5.31.2 Former-commit-id: 8e3e028c4995f4d...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-post-process/package.json
"babylonjs": "^5.31.2"
<mask> "build:declaration": "build-tools -c pud --config ./config.json", <mask> "clean": "rimraf dist && rimraf babylon*.*" <mask> }, <mask> "dependencies": { <mask> "babylonjs": "^5.31.1" <mask> }, <mask> "devDependencies": { <mask> "@dev/build-tools": "1.0.0", ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-post-process/package.json
"version": "5.31.2",
<mask> { <mask> "name": "babylonjs-procedural-textures", <mask> "version": "5.31.1", <mask> "main": "babylonjs.proceduralTextures.js", <mask> "types": "babylonjs.proceduralTextures.module.d.ts", <mask> "files": [ <mask> "*" <mask> ], </s> Version update 5.31.2 Former-commit-id...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-procedural-textures/package.json
"babylonjs": "^5.31.2"
<mask> "build:declaration": "build-tools -c pud --config ./config.json", <mask> "clean": "rimraf dist && rimraf babylon*.*" <mask> }, <mask> "dependencies": { <mask> "babylonjs": "^5.31.1" <mask> }, <mask> "devDependencies": { <mask> "@dev/build-tools": "1.0.0", ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-procedural-textures/package.json
"version": "5.31.2",
<mask> { <mask> "name": "babylonjs-serializers", <mask> "version": "5.31.1", <mask> "main": "babylonjs.serializers.js", <mask> "types": "babylonjs.serializers.module.d.ts", <mask> "files": [ <mask> "*" <mask> ], </s> Version update 5.31.2 Former-commit-id: 8e3e028c4995f4d0dbc9...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-serializers/package.json
"babylonjs": "^5.31.2", "babylonjs-gltf2interface": "^5.31.2"
<mask> "build:declaration": "build-tools -c pud --config ./config.json", <mask> "clean": "rimraf dist && rimraf babylon*.*" <mask> }, <mask> "dependencies": { <mask> "babylonjs": "^5.31.1", <mask> "babylonjs-gltf2interface": "^5.31.1" <mask> }, <mask> "devDependen...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-serializers/package.json
"version": "5.31.2",
<mask> { <mask> "name": "babylonjs-viewer", <mask> "version": "5.31.1", <mask> "main": "babylon.viewer.js", <mask> "types": "babylon.viewer.module.d.ts", <mask> "files": [ <mask> "*" <mask> ], </s> Version update 5.31.2 Former-commit-id: 8e3e028c4995f4d0dbc96ef71a222da534b4a5d...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-viewer/package.json
"babylonjs-gltf2interface": "^5.31.2"
<mask> "build:declaration": "build-tools -c pud --config ./config.json", <mask> "clean": "rimraf dist && rimraf babylon*.*" <mask> }, <mask> "dependencies": { <mask> "babylonjs-gltf2interface": "^5.31.1" <mask> }, <mask> "devDependencies": { <mask> "@dev/build-too...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs-viewer/package.json
"version": "5.31.2",
<mask> { <mask> "name": "babylonjs", <mask> "version": "5.31.1", <mask> "main": "babylon.js", <mask> "types": "babylon.module.d.ts", <mask> "files": [ <mask> "*" <mask> ], </s> Version update 5.31.2 Former-commit-id: 8e3e028c4995f4d0dbc96ef71a222da534b4a5d5 </s> remove "ve...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a6c128b1645c5bc218d625537a79165364522ac9
packages/public/umd/babylonjs/package.json
//# sourceMappingURL=babylon.audioEngine.js.map
<mask> return AudioEngine; <mask> })(); <mask> BABYLON.AudioEngine = AudioEngine; <mask> })(BABYLON || (BABYLON = {})); <mask> //# sourceMappingURL=babylon.audioengine.js.map </s> Integrating latest PR Former-commit-id: 5eee7087390a300dd3be980b48e373c8b8aafdb1 </s> remove //# sourceMappingURL=ba...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Audio/babylon.audioEngine.js
button.style.height = "24px"; button.style.color = "#444444"; button.style.border = "1px solid white";
<mask> DebugLayer.prototype._generateButton = function (root, title, task, tag) { <mask> if (tag === void 0) { tag = null; } <mask> var button = document.createElement("button"); <mask> button.innerHTML = title; <mask> button.style.height = "20px"; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Debug/babylon.debugLayer.js
button.style.height = "24px"; button.style.color = "#444444"; button.style.border = "1px solid white";
<mask> <mask> private _generateButton(root: HTMLDivElement, title: string, task: (element, tag) => void, tag: any = null): void { <mask> var button = document.createElement("button"); <mask> button.innerHTML = title; <mask> button.style.height = "20px"; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Debug/babylon.debugLayer.ts
<mask> // Members <mask> this.filter = ShadowGenerator.FILTER_NONE; <mask> this.blurScale = 2; <mask> this._blurBoxOffset = 0; <mask> this._darkness = 0; <mask> this._bias = 0.00005; <mask> this._transparencyShadow = false; <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Lights/Shadows/babylon.shadowGenerator.js
this._darkness = 0;
<mask> this.filter = ShadowGenerator.FILTER_NONE; <mask> this.blurScale = 2; <mask> this._blurBoxOffset = 0; <mask> this._bias = 0.00005; <mask> this._transparencyShadow = false; <mask> this._viewMatrix = BABYLON.Matrix.Zero(); <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Lights/Shadows/babylon.shadowGenerator.js
Object.defineProperty(ShadowGenerator.prototype, "bias", { get: function () { return this._bias; }, set: function (bias) { this._bias = bias; }, enumerable: true, configurable: true });
<mask> configurable: true <mask> }); <mask> Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", { <mask> get: function () { <mask> return this._blurBoxOffset; <mask> }, <mask> set: function (value) { <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Lights/Shadows/babylon.shadowGenerator.js
<mask> this._darkness = 0.0; <mask> else <mask> this._darkness = darkness; <mask> }; <mask> ShadowGenerator.prototype.getBias = function () { <mask> return this._bias; <mask> }; <mask> ShadowGenerator.prototype.setBias = fun...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Lights/Shadows/babylon.shadowGenerator.js
private _bias = 0.00005; public get bias(): number { return this._bias; }
<mask> // Members <mask> public filter = ShadowGenerator.FILTER_NONE; <mask> public blurScale = 2; <mask> private _blurBoxOffset = 0; <mask> <mask> public set bias(bias: number) { <mask> this._bias = bias; <mask> } </s> Integrating latest PR Former...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
public set bias(bias: number) { this._bias = bias; }
<mask> return this._bias; <mask> } <mask> <mask> public get blurBoxOffset(): number { <mask> return this._blurBoxOffset; <mask> } <mask> <mask> public set blurBoxOffset(value:number) { <mask> if (this._blurBoxOffset === value) { </s> Integr...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
<mask> private _scene: Scene; <mask> private _shadowMap: RenderTargetTexture; <mask> private _shadowMap2: RenderTargetTexture; <mask> private _darkness = 0; <mask> private _bias = 0.00005; <mask> private _transparencyShadow = false; <mask> private _effect: ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
<mask> else <mask> this._darkness = darkness; <mask> } <mask> <mask> public getBias(): number { <mask> return this._bias; <mask> } <mask> <mask> public setBias(bias: number): void { <mask> this._bias = bias; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
shadowGenerator.bias = parsedShadowGenerator.bias;
<mask> else if (parsedShadowGenerator.useBlurVarianceShadowMap) { <mask> shadowGenerator.useBlurVarianceShadowMap = true; <mask> } <mask> if (parsedShadowGenerator.bias) { <mask> shadowGenerator.setBias(parsedShadowGenerator.bias); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Loading/Plugins/babylon.babylonFileLoader.js
shadowGenerator.bias = parsedShadowGenerator.bias;
<mask> shadowGenerator.useBlurVarianceShadowMap = true; <mask> } <mask> <mask> if (parsedShadowGenerator.bias) { <mask> shadowGenerator.setBias(parsedShadowGenerator.bias); <mask> } <mask> <mask> return shadowGenerator; <mask> }; <mask> </s> Inte...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Loading/Plugins/babylon.babylonFileLoader.ts
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
<mask> var shadowGenerator = light.getShadowGenerator(); <mask> if (mesh.receiveShadows && shadowGenerator) { <mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix()); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Materials/babylon.standardMaterial.js
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
<mask> var shadowGenerator = light.getShadowGenerator(); <mask> if (mesh.receiveShadows && shadowGenerator) { <mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix()); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Materials/babylon.standardMaterial.ts
export class ColorCorrectionPostProcess extends PostProcess {
<mask> * http://udn.epicgames.com/Three/ColorGrading.html <mask> */ <mask> <mask> module BABYLON { <mask> export class ColorCorrectionPostProcess extends PostProcess{ <mask> <mask> private _colorTableTexture: BABYLON.Texture; <mask> <mask> constructor(name: string, colorTableUrl: string...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/PostProcess/babylon.colorCorrectionPostProcess.ts
private _colorTableTexture: Texture;
<mask> <mask> module BABYLON { <mask> export class ColorCorrectionPostProcess extends PostProcess{ <mask> <mask> private _colorTableTexture: BABYLON.Texture; <mask> <mask> constructor(name: string, colorTableUrl: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reus...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/PostProcess/babylon.colorCorrectionPostProcess.ts
constructor(name: string, colorTableUrl: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean) { super(name, 'colorCorrection', null, ['colorTable'], ratio, camera, samplingMode, engine, reusable);
<mask> export class ColorCorrectionPostProcess extends PostProcess{ <mask> <mask> private _colorTableTexture: BABYLON.Texture; <mask> <mask> constructor(name: string, colorTableUrl: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean) { <mask> su...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/PostProcess/babylon.colorCorrectionPostProcess.ts
this._colorTableTexture = new Texture(colorTableUrl, camera.getScene(), true, false, Texture.TRILINEAR_SAMPLINGMODE); this._colorTableTexture.anisotropicFilteringLevel = 1; this._colorTableTexture.wrapU = Texture.CLAMP_ADDRESSMODE; this._colorTableTexture.wrapV = Texture....
<mask> <mask> constructor(name: string, colorTableUrl: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean) { <mask> super(name, 'colorCorrection', null, ['colorTable'], ratio, camera, samplingMode, engine, reusable); <mask> <mask> this._colorTableTe...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/PostProcess/babylon.colorCorrectionPostProcess.ts
this.onApply = (effect: Effect) => { effect.setTexture("colorTable", this._colorTableTexture);
<mask> this._colorTableTexture.anisotropicFilteringLevel = 1; <mask> this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; <mask> this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; <mask> <mask> this.onApply = (effect: Effect) => { <mask> effect.s...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/PostProcess/babylon.colorCorrectionPostProcess.ts
}
<mask> <mask> this.onApply = (effect: Effect) => { <mask> effect.setTexture("colorTable", this._colorTableTexture); <mask> }; <mask> } <mask> <mask> } <mask> } </s> Integrating latest PR Former-commit-id: 5eee7087390a300dd3be980b48e373c8b8aafdb1 </s> remove this...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/PostProcess/babylon.colorCorrectionPostProcess.ts
// it means the image is 256x16 pixels
<mask> varying vec2 vUV; <mask> <mask> // constants <mask> const float SLICE_COUNT = 16.0; // how many slices in the color cube; 1 slice = 1 pixel <mask> // it means the image is 256x16 pixels <mask> <mask> <mask> vec4 sampleAs3DTexture(sampler2D texture, vec3 uv, float width) { <mask> float s...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/colorCorrection.fragment.fx
float sliceSize = 1.0 / width; // space of 1 slice float slicePixelSize = sliceSize / width; // space of 1 pixel float sliceInnerSize = slicePixelSize * (width - 1.0); // space of width pixels float zSlice0 = min(floor(uv.z * width), width - 1.0); float zSlice1 = min(zSlice0 + 1.0, width - ...
<mask> // it means the image is 256x16 pixels <mask> <mask> <mask> vec4 sampleAs3DTexture(sampler2D texture, vec3 uv, float width) { <mask> float sliceSize = 1.0 / width; // space of 1 slice <mask> float slicePixelSize = sliceSize / width; // space of 1 pixel <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/colorCorrection.fragment.fx
depth = 0.5 * depth + vec3(0.5); vec2 uv = depth.xy;
<mask> <mask> float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias) <mask> { <mask> vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w; <mask> vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5); <mask> <mask> if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0) ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/default.fragment.fx
depth = 0.5 * depth + vec3(0.5); vec2 uv = depth.xy;
<mask> <mask> float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias) <mask> { <mask> vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w; <mask> vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5); <mask> <mask> if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y >...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/default.fragment.fx
bias = 0.02 + bias;
<mask> // Thanks to http://devmaster.net/ <mask> float ChebychevInequality(vec2 moments, float t, float bias) <mask> { <mask> if (t <= moments.x) <mask> { <mask> return 0.0; <mask> } <mask> <mask> float variance = moments.y - (moments.x * moments.x); </s> Integrating latest PR Former-commit-id: 5eee7...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/default.fragment.fx
variance = max(variance, bias);
<mask> return 0.0; <mask> } <mask> <mask> float variance = moments.y - (moments.x * moments.x); <mask> variance = max(variance, 0.02 + bias); <mask> <mask> float d = t - moments.x; <mask> <mask> return clamp(variance / (variance + d * d) - 0.05, 0.0, 1.0); <mask> } </s> Integrating latest PR Form...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/default.fragment.fx
return clamp(variance / (variance + d * d) - 0.05 - bias, 0.0, 1.0);
<mask> variance = max(variance, 0.02 + bias); <mask> <mask> float d = t - moments.x; <mask> <mask> return clamp(variance / (variance + d * d) - 0.05, 0.0, 1.0); <mask> } <mask> <mask> float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias) <mask> { <mask> vec3 depth = v...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/default.fragment.fx
depth = 0.5 * depth + vec3(0.5); vec2 uv = depth.xy;
<mask> <mask> float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias) <mask> { <mask> vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w; <mask> vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5); <mask> <mask> if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/default.fragment.fx
<mask> #ifdef ALPHATEST <mask> if (texture2D(diffuseSampler, vUV).a < 0.4) <mask> discard; <mask> #endif <mask> <mask> #ifdef VSM <mask> float depth = vPosition.z / vPosition.w; <mask> <mask> float moment1 = depth; <mask> float moment2 = moment1 * moment1; <mask> </s> Integrating latest PR Former...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/shadowMap.fragment.fx
depth = depth * 0.5 + 0.5;
<mask> discard; <mask> #endif <mask> float depth = vPosition.z / vPosition.w; <mask> <mask> #ifdef VSM <mask> float moment1 = depth; <mask> float moment2 = moment1 * moment1; <mask> </s> Integrating latest PR Former-commit-id: 5eee7087390a300dd3be980b48e373c8b8aafdb1 </s> remove #ifdef VSM </s> add ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/shadowMap.fragment.fx
#ifdef VSM
<mask> depth = depth * 0.5 + 0.5; <mask> <mask> float moment1 = depth; <mask> float moment2 = moment1 * moment1; <mask> <mask> gl_FragColor = vec4(packHalf(moment1), packHalf(moment2)); <mask> #else <mask> gl_FragColor = pack(depth); </s> Integrating latest PR Former-commit-id: 5eee7087390a300dd3be980...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/shadowMap.fragment.fx
gl_FragColor = pack(depth);
<mask> float moment2 = moment1 * moment1; <mask> <mask> gl_FragColor = vec4(packHalf(moment1), packHalf(moment2)); <mask> #else <mask> gl_FragColor = pack(vPosition.z / vPosition.w); <mask> #endif <mask> } </s> Integrating latest PR Former-commit-id: 5eee7087390a300dd3be980b48e373c8b8aafdb1 </s> remove #i...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Shaders/shadowMap.fragment.fx
function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) { if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
<mask> var BABYLON; <mask> (function (BABYLON) { <mask> var SpriteManager = (function () { <mask> function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon) { <mask> this.name = name; <mask> this.cellSize = cellSize; <mask> this.sprites = new Array();...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.js
this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
<mask> this.fogEnabled = true; <mask> this._vertexDeclaration = [3, 4, 4, 4]; <mask> this._vertexStrideSize = 15 * 4; // 15 floats per sprite (x, y, z, angle, size, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color) <mask> this._capacity = capacity; <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.js
// temp fix for correct 'pixelated' appearance if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) { this._spriteTexture.anisotropicFilteringLevel = 1; }
<mask> this._capacity = capacity; <mask> this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode); <mask> this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; <mask> this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; <...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.js
if (offsetX === 0)
<mask> this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG"); <mask> } <mask> SpriteManager.prototype._appendSpriteVe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.js
else if (offsetX === 1)
<mask> SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) { <mask> var arrayOffset = index * 15; <mask> if (offsetX == 0) <mask> offsetX = this._epsilon; <mask> else if (offsetX == 1) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.js
if (offsetY === 0)
<mask> if (offsetX == 0) <mask> offsetX = this._epsilon; <mask> else if (offsetX == 1) <mask> offsetX = 1 - this._epsilon; <mask> if (offsetY == 0) <mask> offsetY = this._epsilon; <mask> else if (offsetY == 1) <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.js
else if (offsetY === 1)
<mask> else if (offsetX == 1) <mask> offsetX = 1 - this._epsilon; <mask> if (offsetY == 0) <mask> offsetY = this._epsilon; <mask> else if (offsetY == 1) <mask> offsetY = 1 - this._epsilon; <mask> this._vertices[arrayO...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.js
private _vertexBuffer: WebGLBuffer;
<mask> private _scene: Scene; <mask> <mask> private _vertexDeclaration = [3, 4, 4, 4]; <mask> private _vertexStrideSize = 15 * 4; // 15 floats per sprite (x, y, z, angle, size, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color) <mask> private _vertexBuffer: WebGLBuf...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.ts
constructor(public name: string, imgUrl: string, capacity: number, public cellSize: number, scene: Scene, epsilon?: number, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) {
<mask> private _vertices: Float32Array; <mask> private _effectBase: Effect; <mask> private _effectFog: Effect; <mask> <mask> constructor(public name: string, imgUrl: string, capacity: number, public cellSize: number, scene: Scene, epsilon?: number, samplingMode?: number = Texture.T...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.ts
this._spriteTexture = new Texture(imgUrl, scene, true, false, samplingMode); this._spriteTexture.wrapU = Texture.CLAMP_ADDRESSMODE; this._spriteTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
<mask> private _effectFog: Effect; <mask> <mask> constructor(public name: string, imgUrl: string, capacity: number, public cellSize: number, scene: Scene, epsilon?: number, samplingMode?: number = Texture.TRILINEAR_SAMPLINGMODE) { <mask> this._capacity = capacity; <mask> th...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.ts
if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {
<mask> this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; <mask> this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; <mask> <mask> // temp fix for correct 'pixelated' appearance <mask> if(samplingMode === Texture.NEAREST_SAMPLINGMO...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.ts
if (offsetX === 0)
<mask> <mask> private _appendSpriteVertex(index: number, sprite: Sprite, offsetX: number, offsetY: number, rowSize: number): void { <mask> var arrayOffset = index * 15; <mask> <mask> if (offsetX == 0) <mask> offsetX = this._epsilon; <mask> else if (of...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.ts
else if (offsetX === 1)
<mask> var arrayOffset = index * 15; <mask> <mask> if (offsetX == 0) <mask> offsetX = this._epsilon; <mask> else if (offsetX == 1) <mask> offsetX = 1 - this._epsilon; <mask> <mask> if (offsetY == 0) <mask> offsetY...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.ts
if (offsetY === 0)
<mask> offsetX = this._epsilon; <mask> else if (offsetX == 1) <mask> offsetX = 1 - this._epsilon; <mask> <mask> if (offsetY == 0) <mask> offsetY = this._epsilon; <mask> else if (offsetY == 1) <mask> offsetY = 1 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.ts
else if (offsetY === 1)
<mask> offsetX = 1 - this._epsilon; <mask> <mask> if (offsetY == 0) <mask> offsetY = this._epsilon; <mask> else if (offsetY == 1) <mask> offsetY = 1 - this._epsilon; <mask> <mask> this._vertices[arrayOffset] = sprite.position....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.ts
engine.setAlphaMode(Engine.ALPHA_COMBINE);
<mask> engine.draw(true, 0, max * 6); <mask> engine.setColorWrite(true); <mask> effect.setBool("alphaTest", false); <mask> <mask> engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE); <mask> engine.draw(true, 0, max * 6); <mask> engine.setAlph...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.ts
engine.setAlphaMode(Engine.ALPHA_DISABLE);
<mask> effect.setBool("alphaTest", false); <mask> <mask> engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE); <mask> engine.draw(true, 0, max * 6); <mask> engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE); <mask> } <mask> <mask> public dispose(): v...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Sprites/babylon.spriteManager.ts
var serializationObject: any = {};
<mask> return serializationObject; <mask> } <mask> <mask> var serializeCamera = (camera: Camera): any => { <mask> var serializationObject:any = {}; <mask> serializationObject.name = camera.name; <mask> serializationObject.tags = Tags.GetTags(camera); <mask> seria...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializationObject: any = {};
<mask> } <mask> }; <mask> <mask> var serializeAnimation = (animation: Animation): any => { <mask> var serializationObject:any = {}; <mask> <mask> serializationObject.name = animation.name; <mask> serializationObject.property = animation.targetProperty; <mask> s...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var key: any = {};
<mask> var keys = animation.getKeys(); <mask> for (var index = 0; index < keys.length; index++) { <mask> var animationKey = keys[index]; <mask> <mask> var key:any = {}; <mask> key.frame = animationKey.frame; <mask> <mask> switch (dataType) { <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
case Animation.ANIMATIONTYPE_FLOAT: key.values = [animationKey.value]; break; case Animation.ANIMATIONTYPE_QUATERNION: case Animation.ANIMATIONTYPE_MATRIX: case Animation.ANIMATIONTYPE_VECTOR3: ke...
<mask> var key:any = {}; <mask> key.frame = animationKey.frame; <mask> <mask> switch (dataType) { <mask> case Animation.ANIMATIONTYPE_FLOAT: <mask> key.values = [animationKey.value]; <mask> break; <mask> case Animation....
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializationObject: any = {};
<mask> return serializationObject; <mask> }; <mask> <mask> var serializeMultiMaterial = (material: MultiMaterial): any => { <mask> var serializationObject:any = {}; <mask> <mask> serializationObject.name = material.name; <mask> serializationObject.id = material.id; <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializationObject: any = {};
<mask> return serializationObject; <mask> }; <mask> <mask> var serializeMaterial = (material: StandardMaterial): any => { <mask> var serializationObject:any = {}; <mask> <mask> serializationObject.name = material.name; <mask> <mask> serializationObject.ambient = mater...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializationObject: any = {};
<mask> return serializationObject; <mask> }; <mask> <mask> var serializeTexture = (texture: BaseTexture): any => { <mask> var serializationObject:any = {}; <mask> <mask> if (!texture.name) { <mask> return null; <mask> } <mask> </s> Integrating latest PR ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializeSkeleton = (skeleton: Skeleton): any => { var serializationObject: any = {};
<mask> <mask> return serializationObject; <mask> }; <mask> <mask> var serializeSkeleton = (skeleton:Skeleton): any => { <mask> var serializationObject:any = {}; <mask> <mask> serializationObject.name = skeleton.name; <mask> serializationObject.id = skeleton.id; <mask...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializedBone: any = {
<mask> <mask> for (var index = 0; index < skeleton.bones.length; index++) { <mask> var bone = skeleton.bones[index]; <mask> <mask> var serializedBone:any = { <mask> parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1, <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializeParticleSystem = (particleSystem: ParticleSystem): any => { var serializationObject: any = {};
<mask> } <mask> return serializationObject; <mask> }; <mask> <mask> var serializeParticleSystem = (particleSystem:ParticleSystem): any => { <mask> var serializationObject:any = {}; <mask> <mask> serializationObject.emitterId = particleSystem.emitter.id; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializeLensFlareSystem = (lensFlareSystem: LensFlareSystem): any => { var serializationObject: any = {};
<mask> <mask> return serializationObject; <mask> }; <mask> <mask> var serializeLensFlareSystem = (lensFlareSystem:LensFlareSystem):any => { <mask> var serializationObject:any = {}; <mask> <mask> serializationObject.emitterId = lensFlareSystem.getEmitter().id; <mask> s...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializeShadowGenerator = (light: Light): any => { var serializationObject: any = {};
<mask> <mask> return serializationObject; <mask> }; <mask> <mask> var serializeShadowGenerator = (light: Light):any => { <mask> var serializationObject:any = {}; <mask> var shadowGenerator = light.getShadowGenerator(); <mask> <mask> serializationObject.lightId = light...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializeMesh = (mesh: Mesh, serializationScene: any): any => { var serializationObject: any = {};
<mask> <mask> return serializationObject; <mask> }; <mask> <mask> var serializeMesh = (mesh: Mesh, serializationScene: any):any => { <mask> var serializationObject:any = {}; <mask> <mask> serializationObject.name = mesh.name; <mask> serializationObject.id = mesh.id; ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
case PhysicsEngine.BoxImpostor: serializationObject.physicsImpostor = 1; break; case PhysicsEngine.SphereImpostor: serializationObject.physicsImpostor = 2; break;
<mask> serializationObject.physicsFriction = mesh.getPhysicsFriction(); <mask> serializationObject.physicsRestitution = mesh.getPhysicsRestitution(); <mask> <mask> switch (mesh.getPhysicsImpostor()) { <mask> case PhysicsEngine.BoxImpostor: <mask> se...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
var serializationObject: any = {};
<mask> <mask> <mask> export class SceneSerializer { <mask> public static Serialize(scene: Scene): any { <mask> var serializationObject:any = {}; <mask> <mask> // Scene <mask> serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading; <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/Tools/babylon.sceneSerializer.ts
return "2.1.0 alpha";
<mask> configurable: true <mask> }); <mask> Object.defineProperty(Engine, "Version", { <mask> get: function () { <mask> return "2.0.0"; <mask> }, <mask> enumerable: true, <mask> configurable: true <mask> }); <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/babylon.engine.js
return "2.1.0 alpha";
<mask> return Engine._TEXTURETYPE_FLOAT; <mask> } <mask> <mask> public static get Version(): string { <mask> return "2.0.0"; <mask> } <mask> <mask> // Updatable statics so stick with vars here <mask> public static Epsilon = 0.001; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Babylon/babylon.engine.ts
'../../Babylon/PostProcess/babylon.lensRenderingPipeline.js', '../../Babylon/PostProcess/babylon.colorCorrectionPostProcess.js'
<mask> '../../Babylon/Audio/babylon.analyser.js', <mask> '../../Babylon/Rendering/babylon.depthRenderer.js', <mask> '../../Babylon/PostProcess/babylon.ssaoRenderingPipeline.js', <mask> '../../Babylon/PostProcess/babylon.volumetricLightScatteringPostProcess.js', <mask> '../../Babylon/P...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
Tools/Gulp/gulpfile.js
return "2.1.0 alpha";
<mask> configurable: true <mask> }); <mask> Object.defineProperty(Engine, "Version", { <mask> get: function () { <mask> return "2.0.0"; <mask> }, <mask> enumerable: true, <mask> configurable: true <mask> }); <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
<mask> // Members <mask> this.filter = ShadowGenerator.FILTER_NONE; <mask> this.blurScale = 2; <mask> this._blurBoxOffset = 0; <mask> this._darkness = 0; <mask> this._bias = 0.00005; <mask> this._transparencyShadow = false; <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
this._darkness = 0;
<mask> this.filter = ShadowGenerator.FILTER_NONE; <mask> this.blurScale = 2; <mask> this._blurBoxOffset = 0; <mask> this._bias = 0.00005; <mask> this._transparencyShadow = false; <mask> this._viewMatrix = BABYLON.Matrix.Zero(); <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
Object.defineProperty(ShadowGenerator.prototype, "bias", { get: function () { return this._bias; }, set: function (bias) { this._bias = bias; }, enumerable: true, configurable: true });
<mask> }, <mask> enumerable: true, <mask> configurable: true <mask> }); <mask> Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", { <mask> get: function () { <mask> return this._blurBoxOffset; <mask> }, <...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
<mask> this._darkness = 0.0; <mask> else <mask> this._darkness = darkness; <mask> }; <mask> ShadowGenerator.prototype.getBias = function () { <mask> return this._bias; <mask> }; <mask> ShadowGenerator.prototype.setBias = fun...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
colorCorrectionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// samplers\nuniform sampler2D textureSampler; // screen render\nuniform sampler2D colorTable; // color table with modified colors\n\n// varyings\nvarying vec2 vUV;\n\n// constants\nconst float SLICE_COUNT = 16.0; // how many slices in the co...
<mask> chromaticAberrationPixelShader:"/*\n BABYLON.JS Chromatic Aberration GLSL Shader\n Author: Olivier Guyot\n Separates very slightly R, G and B colors on the edges of the screen\n Inspired by Francois Tarlier & Martins Upitis \n*/\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\n// samplers\nuniform sampler2D t...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nu...
<mask> cloudPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\n\nuniform vec3 skyColor;\nuniform vec3 cloudColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = s...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask...
<mask> postprocessVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}", <mask> proceduralVertexSha...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
<mask> var shadowGenerator = light.getShadowGenerator(); <mask> if (mesh.receiveShadows && shadowGenerator) { <mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix()); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) { if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
<mask> })(BABYLON || (BABYLON = {})); <mask> //# sourceMappingURL=babylon.database.js.mapvar BABYLON; <mask> (function (BABYLON) { <mask> var SpriteManager = (function () { <mask> function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon) { <mask> this.name = name; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
<mask> this.fogEnabled = true; <mask> this._vertexDeclaration = [3, 4, 4, 4]; <mask> this._vertexStrideSize = 15 * 4; // 15 floats per sprite (x, y, z, angle, size, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color) <mask> this._capacity = capacity; <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
// temp fix for correct 'pixelated' appearance if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) { this._spriteTexture.anisotropicFilteringLevel = 1; }
<mask> this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; <mask> this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; <mask> this._epsilon = epsilon === undefined ? 0.01 : epsilon; <mask> this._scene = scene; <mask> this._scene.sprit...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
if (offsetX === 0)
<mask> this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG"); <mask> } <mask> SpriteManager.prototype._appendSpriteVe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
else if (offsetX === 1)
<mask> SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) { <mask> var arrayOffset = index * 15; <mask> if (offsetX == 0) <mask> offsetX = this._epsilon; <mask> else if (offsetX == 1) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
if (offsetY === 0)
<mask> if (offsetX == 0) <mask> offsetX = this._epsilon; <mask> else if (offsetX == 1) <mask> offsetX = 1 - this._epsilon; <mask> if (offsetY == 0) <mask> offsetY = this._epsilon; <mask> else if (offsetY == 1) <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
else if (offsetY === 1)
<mask> else if (offsetX == 1) <mask> offsetX = 1 - this._epsilon; <mask> if (offsetY == 0) <mask> offsetY = this._epsilon; <mask> else if (offsetY == 1) <mask> offsetY = 1 - this._epsilon; <mask> this._vertices[arrayO...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js
<mask> // Parent <mask> if (camera.parent) { <mask> serializationObject.parentId = camera.parent.id; <mask> } <mask> // Target <mask> serializationObject.rotation = camera.rotation.asArray(); <mask> // Locked target <mask> if (camera.lockedTarg...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/a7ad3eaaae6d253c54b290dac53199221b7a19e0
babylon.2.1-alpha.debug.js