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<mask> "types": "babylonjs.loaders.module.d.ts",
<mask> "files": [
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</s> Version update 5.31.2
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<mask> "name": "babylonjs-materials",
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<mask> "main": "babylonjs.materials.js",
<mask> "types": "babylonjs.materials.module.d.ts",
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</s> Version update 5.31.2
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</s> Version update 5.31.2
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"babylonjs": "^5.31.2" | <mask> "build:declaration": "build-tools -c pud --config ./config.json",
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"version": "5.31.2", | <mask> {
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<mask> "main": "babylonjs.postProcess.min.js",
<mask> "types": "babylonjs.postProcess.module.d.ts",
<mask> "files": [
<mask> "*"
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</s> Version update 5.31.2
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"babylonjs": "^5.31.2" | <mask> "build:declaration": "build-tools -c pud --config ./config.json",
<mask> "clean": "rimraf dist && rimraf babylon*.*"
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"version": "5.31.2", | <mask> {
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<mask> "files": [
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</s> Version update 5.31.2
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"babylonjs": "^5.31.2" | <mask> "build:declaration": "build-tools -c pud --config ./config.json",
<mask> "clean": "rimraf dist && rimraf babylon*.*"
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"version": "5.31.2", | <mask> {
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</s> Version update 5.31.2
Former-commit-id: 8e3e028c4995f4d0dbc9... | [
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"babylonjs": "^5.31.2",
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<mask> "clean": "rimraf dist && rimraf babylon*.*"
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</s> Version update 5.31.2
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<mask> "clean": "rimraf dist && rimraf babylon*.*"
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"version": "5.31.2", | <mask> {
<mask> "name": "babylonjs",
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<mask> "main": "babylon.js",
<mask> "types": "babylon.module.d.ts",
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<mask> "*"
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</s> Version update 5.31.2
Former-commit-id: 8e3e028c4995f4d0dbc96ef71a222da534b4a5d5 </s> remove "ve... | [
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//# 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
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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> ... | [
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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> ... | [
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<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... | [
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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> ... | [
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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> ... | [
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<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... | [
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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
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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... | [
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<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: ... | [
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<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> ... | [
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shadowGenerator.bias = parsedShadowGenerator.bias; | <mask> else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
<mask> shadowGenerator.useBlurVarianceShadowMap = true;
<mask> }
<mask> if (parsedShadowGenerator.bias) {
<mask> shadowGenerator.setBias(parsedShadowGenerator.bias);
<mask> ... | [
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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... | [
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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> ... | [
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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> ... | [
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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... | [
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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... | [
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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... | [
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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... | [
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"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",
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"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
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"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",
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] | 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",
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"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 |
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