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public static GetBufferFromAccessor(runtime: IGLTFRuntime, accessor: IGLTFAccessor): any { var bufferView = runtime.gltf.bufferViews[accessor.bufferView];
<mask> * Returns a buffer from its accessor <mask> * @param gltfRuntime: the GLTF runtime <mask> * @param accessor: the GLTF accessor <mask> */ <mask> public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any { <mask> var b...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoaderUtils.ts
return GLTFUtils.GetBufferFromBufferView(runtime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
<mask> */ <mask> public static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any { <mask> var bufferView: IGLTFBufferView = gltfRuntime.bufferViews[accessor.bufferView]; <mask> var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(acc...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoaderUtils.ts
* Returns the default material of gltf.
<mask> return result; <mask> } <mask> <mask> /** <mask> * Returns the default material of gltf. Related to <mask> * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material <mask> * @param scene: the Babylon.js scene <...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoaderUtils.ts
public static GetDefaultMaterial(scene: Scene): PBRMaterial {
<mask> * Returns the default material of gltf. Related to <mask> * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material <mask> * @param scene: the Babylon.js scene <mask> */ <mask> public static GetDefaultMaterial(scene: Scene): ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoaderUtils.ts
var material = new PBRMaterial("gltf_default", scene); material.sideOrientation = Material.CounterClockWiseSideOrientation; material.albedoColor = new Color3(0.5, 0.5, 0.5); material.metallic = 0; material.roughness = 0.5; ...
<mask> * @param scene: the Babylon.js scene <mask> */ <mask> public static GetDefaultMaterial(scene: Scene): ShaderMaterial { <mask> if (!GLTFUtils._DefaultMaterial) { <mask> Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [ <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "re...
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoaderUtils.ts
private static _DefaultMaterial: PBRMaterial = null;
<mask> return GLTFUtils._DefaultMaterial; <mask> } <mask> <mask> // The GLTF default material <mask> private static _DefaultMaterial: ShaderMaterial = null; <mask> } <mask> } </s> Add glTF 2.0 support - Breaks animation and materials common extension - KHR_technique_webgl...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/glTF/babylon.glTFFileLoaderUtils.ts
"compileOnSave": true, "compilerOptions": { "experimentalDecorators": true, "module": "commonjs", "target": "es5", "sourceMap": true, "lib": ["dom", "es2015.promise", "es5"] }
<mask> { <mask> "compilerOptions": { <mask> "experimentalDecorators": true, <mask> "module": "commonjs", <mask> "target": "es5" <mask> } <mask> } </s> Add glTF 2.0 support - Breaks animation and materials common extension - KHR_technique_webgl still to be added Former-commit-id...
[ "keep", "replace", "replace", "replace", "replace", "replace", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0
loaders/src/tsconfig.json
trySetPlaneDetectorOptions(options: XRGeometryDetectorOptions): boolean; tryGetPlaneGeometryId(xrPlane: XRPlane): number | undefined; tryGetPlaneGeometryType(xrPlane: XRPlane): XRGeometryType | string | undefined; trySetMeshDetectorEnabled(enabled: boolean): boolean; trySetMeshDetectorOptions(op...
<mask> interface XRSession { <mask> trySetFeaturePointCloudEnabled(enabled: boolean): boolean; <mask> } <mask> <mask> type XRMeshSet = Set<XRMesh>; <mask> </s> first work around xr geometry detection Former-commit-id: 5312225fa7263352e167f94e108c144ddf655d23 </s> remove let index ...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/LibDeclarations/webxr.nativeextensions.d.ts
type XRMeshSet = Set<XRMesh>;
<mask> } <mask> <mask> interface XRFrame { <mask> featurePointCloud? : Array<number>; <mask> detectedMeshes? : XRMeshSet; <mask> } </s> first work around xr geometry detection Former-commit-id: 5312225fa7263352e167f94e108c144ddf655d23 </s> remove let index = this.findIndexInPlan...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/LibDeclarations/webxr.nativeextensions.d.ts
detectedMeshes? : XRMeshSet;
<mask> <mask> interface XRFrame { <mask> featurePointCloud? : Array<number>; <mask> } </s> first work around xr geometry detection Former-commit-id: 5312225fa7263352e167f94e108c144ddf655d23 </s> remove let index = this.findIndexInPlaneArray(xrPlane); </s> add ...
[ "keep", "keep", "add", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/LibDeclarations/webxr.nativeextensions.d.ts
/** * Preferred detector configuration, not all preferred options will be supported by all platforms. */ preferredDetectorOptions?: XRGeometryDetectorOptions;
<mask> * If not defined, planes will be removed from the array when the feature is detached or the session ended. <mask> */ <mask> doNotRemovePlanesOnSessionEnded?: boolean; <mask> } <mask> <mask> /** <mask> * A babylon interface for a WebXR plane. <mask> * A Plane is actually a polygon, built ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/XR/features/WebXRPlaneDetector.ts
/** * if the plane is a part of a more complex geometry, geometryId will be populated with the geometry's id * note: this functionality is currently only available with BabylonNative */ geometryId?: number; /** * if the mesh is a part of a more complex geometry, geometryType will b...
<mask> /** <mask> * the native xr-plane object <mask> */ <mask> xrPlane: XRPlane; <mask> } <mask> <mask> let planeIdProvider = 0; <mask> </s> first work around xr geometry detection Former-commit-id: 5312225fa7263352e167f94e108c144ddf655d23 </s> remove private findIndexInPlaneArray(xr...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/XR/features/WebXRPlaneDetector.ts
idxTracker++;
<mask> let idxTracker = 0; <mask> toRemove.forEach((index) => { <mask> const plane = this._detectedPlanes.splice(index - idxTracker, 1)[0]; <mask> this.onPlaneRemovedObservable.notifyObservers(plane); <mask> idxTracker--; <mask> }...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/XR/features/WebXRPlaneDetector.ts
let index = this._findIndexInPlaneArray(xrPlane);
<mask> this.onPlaneAddedObservable.notifyObservers(plane); <mask> } else { <mask> // updated? <mask> if (xrPlane.lastChangedTime === this._xrSessionManager.currentTimestamp) { <mask> let index = this.findIndexInPlan...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/XR/features/WebXRPlaneDetector.ts
if (!!this._options.preferredDetectorOptions && !!this._xrSessionManager.session.trySetPlaneDetectorOptions) { this._xrSessionManager.session.trySetPlaneDetectorOptions(this._options.preferredDetectorOptions); }
<mask> this._detectedPlanes.length = 0; <mask> } <mask> }; <mask> if (!this._xrSessionManager.session.updateWorldTrackingState) { <mask> // check if this was enabled by a flag <mask> const alreadyEnabled = (this._xrSessionManager.session as any)....
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/XR/features/WebXRPlaneDetector.ts
plane.geometryId = this._xrSessionManager.session.tryGetPlaneGeometryId(xrPlane); plane.geometryType = this._xrSessionManager.session.tryGetPlaneGeometryType(xrPlane);
<mask> mat.multiplyToRef(this._options.worldParentNode.getWorldMatrix(), mat); <mask> } <mask> } <mask> return <IWebXRPlane>plane; <mask> } <mask> <mask> /** </s> first work around xr geometry detection Former-commit-id: 5312225fa7263352e167f94e108c144ddf65...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/XR/features/WebXRPlaneDetector.ts
private _findIndexInPlaneArray(xrPlane: XRPlane) {
<mask> /** <mask> * avoiding using Array.find for global support. <mask> * @param xrPlane the plane to find in the array <mask> */ <mask> private findIndexInPlaneArray(xrPlane: XRPlane) { <mask> for (let i = 0; i < this._detectedPlanes.length; ++i) { <mask> if (this._de...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/XR/features/WebXRPlaneDetector.ts
/** * The name of the mesh detection feature */ public static readonly MESH_DETECTION = "xr-mesh-detection";
<mask> */ <mask> public static readonly HIT_TEST = "xr-hit-test"; <mask> /** <mask> * physics impostors for xr controllers feature <mask> */ <mask> public static readonly PHYSICS_CONTROLLERS = "xr-physics-controller"; </s> first work around xr geometry detection Former-commit-id: 531...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5c6c975bfbd830b676878fc36742bea2fea55d7
src/XR/webXRFeaturesManager.ts
this._gamepads.dispose();
<mask> this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector3(RSValues.y, RSValues.x, 0)); <mask> }; <mask> <mask> GamepadCamera.prototype.dispose = function () { <mask> }; <mask> return GamepadCamera; <mask> })(BABYLON.FreeCamera); <mask> BABYLON....
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Cameras/babylon.gamepadCamera.js
this._gamepads.dispose();
<mask> this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector3(RSValues.y, RSValues.x, 0)); <mask> } <mask> <mask> public dispose(): void { <mask> <mask> } <mask> } <mask> } </s> Fixing bug with multimats shadows Former-commit-id: c165c5a38799c4c...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Cameras/babylon.gamepadCamera.ts
if (_this.isReady(subMesh, hardwareInstancedRendering)) {
<mask> } <mask> <mask> var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances !== null); <mask> <mask> if (_this.isReady(mesh, hardwareInstancedRendering)) { <mask> engine.enableEffect(_this._eff...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Lights/Shadows/babylon.shadowGenerator.js
var material = subMesh.getMaterial();
<mask> <mask> if (_this.isReady(subMesh, hardwareInstancedRendering)) { <mask> engine.enableEffect(_this._effect); <mask> mesh._bind(subMesh, _this._effect, false); <mask> <mask> _this._effect.setMatrix("viewProjection", _this.getTransf...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Lights/Shadows/babylon.shadowGenerator.js
if (material && material.needAlphaTesting()) { var alphaTexture = material.getAlphaTestTexture();
<mask> <mask> _this._effect.setMatrix("viewProjection", _this.getTransformMatrix()); <mask> <mask> // Alpha test <mask> if (mesh.material && mesh.material.needAlphaTesting()) { <mask> var alphaTexture = mesh.material.getAlphaTes...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Lights/Shadows/babylon.shadowGenerator.js
ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
<mask> enumerable: true, <mask> configurable: true <mask> }); <mask> <mask> ShadowGenerator.prototype.isReady = function (mesh, useInstances) { <mask> var defines = []; <mask> <mask> if (this.useVarianceShadowMap) { <mask> define...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Lights/Shadows/babylon.shadowGenerator.js
var mesh = subMesh.getMesh(); var material = subMesh.getMaterial();
<mask> var attribs = [BABYLON.VertexBuffer.PositionKind]; <mask> <mask> // Alpha test <mask> if (material && material.needAlphaTesting()) { <mask> defines.push("#define ALPHATEST"); <mask> if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKi...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Lights/Shadows/babylon.shadowGenerator.js
if (material && material.needAlphaTesting()) {
<mask> <mask> var attribs = [BABYLON.VertexBuffer.PositionKind]; <mask> <mask> // Alpha test <mask> if (mesh.material && mesh.material.needAlphaTesting()) { <mask> defines.push("#define ALPHATEST"); <mask> if (mesh.isVerticesDataPresent(BABYLO...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Lights/Shadows/babylon.shadowGenerator.js
if (this.isReady(subMesh, hardwareInstancedRendering)) {
<mask> } <mask> <mask> var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances !== null); <mask> <mask> if (this.isReady(mesh, hardwareInstancedRendering)) { <mask> engine.enableEffect(this._effec...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Lights/Shadows/babylon.shadowGenerator.ts
var getRequest = transaction.objectStore(targetStore).get(url);
<mask> transaction.onabort = function (event) { <mask> notInDBCallback(); <mask> }; <mask> <mask> var getRequest = transaction.objectStore("scenes").get(url); <mask> <mask> getRequest.onsuccess = function (event) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
file = (<any>(event.target)).result;
<mask> <mask> var getRequest = transaction.objectStore("scenes").get(url); <mask> <mask> getRequest.onsuccess = function (event) { <mask> scene = (<any>(event.target)).result; <mask> }; <mask> getRequest.onerror = function (eve...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
var targetStore: string; if (url.indexOf(".babylon") !== -1) { targetStore = "scenes"; } else { targetStore = "textures"; }
<mask> } <mask> <mask> private _saveFileIntoDBAsync(url: string, callback, progressCallback, useArrayBuffer?: boolean) { <mask> if (this.isSupported) { <mask> // Create XHR <mask> var xhr = new XMLHttpRequest(), fileData; <mask> var tha...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
var xhr = new XMLHttpRequest(), fileData;
<mask> <mask> private _saveSceneIntoDBAsync(url: string, callback, progressCallback) { <mask> if (this.isSupported) { <mask> // Create XHR <mask> var xhr = new XMLHttpRequest(), sceneText; <mask> var that = this; <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
if (useArrayBuffer) { xhr.responseType = "arraybuffer"; }
<mask> var that = this; <mask> <mask> xhr.open("GET", url, true); <mask> <mask> xhr.onprogress = progressCallback; <mask> <mask> xhr.addEventListener("load", function () { <mask> if (xhr.status === 200 || BABYLON.Tools.Valida...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
<mask> <mask> xhr.onprogress = progressCallback; <mask> <mask> xhr.addEventListener("load", function () { <mask> if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) { <mask> // Blob as response (XHR2) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
//fileData = xhr.responseText; fileData = !useArrayBuffer ? xhr.responseText : xhr.response
<mask> <mask> xhr.addEventListener("load", function () { <mask> if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) { <mask> // Blob as response (XHR2) <mask> sceneText = xhr.responseText; <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
var transaction = that.db.transaction([targetStore], "readwrite");
<mask> sceneText = xhr.responseText; <mask> <mask> if (!that.hasReachedQuota) { <mask> // Open a transaction to the database <mask> var transaction = that.db.transaction(["scenes"], "readwrite"); <mask> <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
callback(fileData);
<mask> that.hasReachedQuota = true; <mask> } <mask> } <mask> catch (ex) { } <mask> callback(sceneText); <mask> }; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
callback(fileData);
<mask> callback(sceneText); <mask> }; <mask> <mask> transaction.oncomplete = function (event) { <mask> callback(sceneText); <mask> }; <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
var newFile; if (targetStore === "scenes") { newFile = { sceneUrl: url, data: fileData, version: that.manifestVersionFound }; } else { newFile =...
<mask> transaction.oncomplete = function (event) { <mask> callback(sceneText); <mask> }; <mask> <mask> var newScene = { sceneUrl: url, data: sceneText, version: that.manifestVersionFound}; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
var addRequest = transaction.objectStore(targetStore).put(newFile);
<mask> var newScene = { sceneUrl: url, data: sceneText, version: that.manifestVersionFound}; <mask> <mask> try { <mask> // Put the scene into the database <mask> var addRequest = transaction.obj...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
<mask> var addRequest = transaction.objectStore("scenes").put(newScene); <mask> addRequest.onsuccess = function (event) { <mask> }; <mask> addRequest.onerror = function (event) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
callback(fileData);
<mask> BABYLON.Tools.Error("Error in DB add scene request in BABYLON.Database."); <mask> }; <mask> } <mask> catch (ex) { <mask> callback(sceneText); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
callback(fileData);
<mask> callback(sceneText); <mask> } <mask> } <mask> else { <mask> callback(sceneText); <mask> } <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.database.ts
Gamepads.prototype.dispose = function () { document.body.removeChild(Gamepads.gamepadDOMInfo); };
<mask> }; <mask> <mask> Gamepads.prototype._onGamepadConnected = function (evt) { <mask> var newGamepad = this._addNewGamepad(evt.gamepad); <mask> if (this._callbackGamepadConnected) <mask> this._callbackGamepadConnected(newGamepad); <mask> thi...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.gamepads.js
public dispose() { document.body.removeChild(Gamepads.gamepadDOMInfo); }
<mask> document.body.appendChild(Gamepads.gamepadDOMInfo); <mask> } <mask> <mask> private _onGamepadConnected(evt) { <mask> var newGamepad = this._addNewGamepad(evt.gamepad); <mask> if (this._callbackGamepadConnected) this._callbackGamepadConnected(newGamepad);...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.gamepads.ts
database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
<mask> request.send(null); <mask> }; <mask> <mask> var loadFromIndexedDB = function () { <mask> database.loadSceneFromDB(url, callback, progressCallBack, noIndexedDB); <mask> }; <mask> <mask> if (url.indexOf("file:") !== -1) { <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.tools.js
// Caching all files if (database && database.enableSceneOffline) {
<mask> if (url.indexOf("file:") !== -1) { <mask> var fileName = url.substring(5); <mask> BABYLON.Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true); <mask> } else { <mask> // Caching only scenes files <...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.tools.js
database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
<mask> request.send(null); <mask> }; <mask> <mask> var loadFromIndexedDB = () => { <mask> database.loadSceneFromDB(url, callback, progressCallBack, noIndexedDB); <mask> }; <mask> <mask> if (url.indexOf("file:") !== -1) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.tools.ts
// Caching all files if (database && database.enableSceneOffline) {
<mask> var fileName = url.substring(5); <mask> BABYLON.Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true); <mask> } <mask> else { <mask> // Caching only scenes files <mask> if (database ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d5f8e33a952ab2c55e3d623883b70242b82f8fac
Babylon/Tools/babylon.tools.ts
if ((babylonMesh as Mesh).geometry && (babylonMesh as Mesh).geometry!._boundingInfo) {
<mask> this.logClose(); <mask> <mask> return Promise.all(promises).then(() => { <mask> this._forEachPrimitive(node, (babylonMesh) => { <mask> if ((babylonMesh as Mesh).geometry && (babylonMesh as Mesh).geometry!.useBoundingInfoFromGeometry) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d66d87f4f4c108c0d7d0dc37b9af9b57af39b737
loaders/src/glTF/2.0/glTFLoader.ts
<mask> const min = TmpVectors.Vector3[0], max = TmpVectors.Vector3[1]; <mask> min.copyFromFloats(...mmin); <mask> max.copyFromFloats(...mmax); <mask> babylonGeometry._boundingInfo = new BoundingInfo(min, max); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d66d87f4f4c108c0d7d0dc37b9af9b57af39b737
loaders/src/glTF/2.0/glTFLoader.ts
<mask> public get meshes(): Mesh[] { <mask> return this._meshes; <mask> } <mask> <mask> /** <mask> * If set to true (false by defaut), the bounding info applied to the meshes sharing this geometry will be the bounding info defined at the class level <mask> * and won't be computed b...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d66d87f4f4c108c0d7d0dc37b9af9b57af39b737
src/Meshes/geometry.ts
var minimum = this._boundingInfo?.minimum ?? this._extend.minimum; var maximum = this._boundingInfo?.maximum ?? this._extend.maximum;
<mask> <mask> var meshes = this._meshes; <mask> var numOfMeshes = meshes.length; <mask> <mask> var minimum = this.useBoundingInfoFromGeometry && this._boundingInfo ? this._boundingInfo.minimum : this._extend.minimum; <mask> var maximum = this.useBoundingInfoFromGe...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d66d87f4f4c108c0d7d0dc37b9af9b57af39b737
src/Meshes/geometry.ts
var minimum = this._boundingInfo?.minimum ?? this._extend.minimum; var maximum = this._boundingInfo?.maximum ?? this._extend.maximum;
<mask> <mask> this._resetPointsArrayCache(); <mask> <mask> if (updateExtends) { <mask> var minimum = this.useBoundingInfoFromGeometry && this._boundingInfo ? this._boundingInfo.minimum : this._extend.minimum; <mask> var maximum = this.useBoundingInfoFromGeometry && this._...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d66d87f4f4c108c0d7d0dc37b9af9b57af39b737
src/Meshes/geometry.ts
if (this._boundingInfo) {
<mask> buffer.references = numOfMeshes; <mask> } <mask> <mask> if (kind === VertexBuffer.PositionKind) { <mask> if (this.useBoundingInfoFromGeometry && this._boundingInfo) { <mask> mesh._boundingInfo = new BoundingInfo(this._boundingInfo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d66d87f4f4c108c0d7d0dc37b9af9b57af39b737
src/Meshes/geometry.ts
import "./glowMapGeneration.fragment"; import "./glowMapGeneration.vertex";
<mask> import { Material } from "Materials/material"; <mask> import { MaterialHelper } from "Materials/materialHelper"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * Effect layer options. This helps customizing the behaviour <mask> * of the effect layer. <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Layers/effectLayer.ts
import "./glowMapMerge.fragment"; import "./glowMapMerge.vertex";
<mask> import { EffectLayer } from "./effectLayer"; <mask> import { AbstractScene } from "abstractScene"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> declare module "abstractScene" { <mask> export interface AbstractScene { <mask> /** <mask> * Return a the first high...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Layers/glowLayer.ts
import "Shaders/glowMapMerge.fragment"; import "Shaders/glowMapMerge.vertex"; import "Shaders/glowBlurPostProcess.fragment";
<mask> import { Logger } from "Misc/logger"; <mask> <mask> declare module "abstractScene" { <mask> export interface AbstractScene { <mask> /** <mask> * Return a the first highlight layer of the scene with a given name. </s> Import All Shaders Former-commit-id: b5be47996ba547546e48fd9fc629...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Layers/highlightLayer.ts
import "./layer.fragment"; import "./layer.vertex";
<mask> import { Constants } from "Engines/constants"; <mask> import { RenderTargetTexture } from "Materials/Textures/renderTargetTexture"; <mask> <mask> /** <mask> * This represents a full screen 2d layer. <mask> * This can be usefull to display a picture in the background of your scene for instan...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Layers/layer.ts
import "./lensFlare.fragment"; import "./lensFlare.vertex";
<mask> import { LensFlareSystemSceneComponent } from "./lensFlareSystemSceneComponent"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses. <mask> * It is usua...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/LensFlares/lensFlareSystem.ts
import "./shadowMap.fragment"; import "./shadowMap.vertex"; import "Shaders/depthBoxBlur.fragment";
<mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> import { Constants } from "Engines/constants"; <mask> /** <mask> * Interface to implement to create a shadow generator compatible with BJS. <mask> */ <mask> export interface IShadowGenerator { </s> Import All...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Lights/Shadows/shadowGenerator.ts
import { Constants } from "Engines/constants";
<mask> import { RenderTargetTexture } from "Materials/Textures/renderTargetTexture"; <mask> import { IShadowLight } from "Lights/shadowLight"; <mask> import { _TimeToken } from "Instrumentation/timeToken"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> <mask> import "Shade...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Materials/Background/backgroundMaterial.ts
<mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> <mask> import "Shaders/background.fragment"; <mask> import "Shaders/background.vertex"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * Background material defines definition. <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Materials/Background/backgroundMaterial.ts
import { Constants } from "Engines/constants";
<mask> import { RenderTargetTexture } from "Materials/Textures/renderTargetTexture"; <mask> import { CubeTexture } from "Materials/Textures/cubeTexture"; <mask> <mask> import { StandardMaterial } from "Materials/standardMaterial"; <mask> <mask> import "Shaders/pbr.fragment"; <mask> import "Shaders/pbr.vertex";...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Materials/PBR/pbrBaseMaterial.ts
<mask> import { StandardMaterial } from "Materials/standardMaterial"; <mask> <mask> import "Shaders/pbr.fragment"; <mask> import "Shaders/pbr.vertex"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * Manages the defines for the PBR Material. <mask> * @hiddenChild...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Materials/PBR/pbrBaseMaterial.ts
import "Shaders/noise.fragment";
<mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> import { Texture } from "Materials/Textures/texture"; <mask> import { ProceduralTexture } from "./proceduralTexture"; <mask> <mask> /** <mask> * Class used to generate noise procedural textures <mask> */ <mask>...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Materials/Textures/Procedurals/noiseProceduralTexture.ts
import "Shaders/procedural.vertex";
<mask> import { ProceduralTextureSceneComponent } from "./proceduralTextureSceneComponent"; <mask> <mask> /** <mask> * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmple...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Materials/Textures/Procedurals/proceduralTexture.ts
import "Shaders/color.fragment"; import "Shaders/color.vertex";
<mask> import { InstancedMesh } from "Meshes/instancedMesh"; <mask> import { Effect } from "Materials/effect"; <mask> import { Material } from "Materials/material"; <mask> import { ShaderMaterial } from "Materials/shaderMaterial"; <mask> /** <mask> * Line mesh <mask> * @see https://doc.babylonjs.co...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Meshes/linesMesh.ts
import "Shaders/rgbdEncode.fragment"; import "Shaders/rgbdDecode.fragment";
<mask> import { Logger } from "Misc/logger"; <mask> <mask> /** <mask> * Raw texture data and descriptor sufficient for WebGL texture upload <mask> */ <mask> export interface EnvironmentTextureInfo { </s> Import All Shaders Former-commit-id: b5be47996ba547546e48fd9fc629545908a2a3d4
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Misc/environmentTextureTools.ts
import "./gpuUpdateParticles.fragment"; import "./gpuUpdateParticles.vertex"; import "./gpuRenderParticles.fragment"; import "./gpuRenderParticles.vertex";
<mask> import { Texture } from "Materials/Textures/texture"; <mask> import { RawTexture } from "Materials/Textures/rawTexture"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * This represents a GPU particle system in Babylon <mask> * This is the fastest particle sy...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Particles/gpuParticleSystem.ts
import "Shaders/particles.fragment"; import "Shaders/particles.vertex";
<mask> import { SubEmitter, SubEmitterType } from "./subEmitter"; <mask> import { Constants } from "Engines/constants"; <mask> import { SerializationHelper } from "Misc/decorators"; <mask> <mask> /** <mask> * This represents a particle system in Babylon. <mask> * Particles are often small sprites ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Particles/particleSystem.ts
import "Shaders/particles.vertex";
<mask> import { SceneComponentConstants } from "sceneComponent"; <mask> import { AssetContainer } from "assetContainer"; <mask> // Adds the parsers to the scene parsers. <mask> AbstractScene.AddParser(SceneComponentConstants.NAME_PARTICLESYSTEM, (parsedData: any, scene: Scene, container: AssetContainer, roo...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/Particles/particleSystemComponent.ts
import "Shaders/chromaticAberration"; import "Shaders/lensHighlights"; import "Shaders/depthOfField.fragment";
<mask> import { Scene } from "scene"; <mask> <mask> /** <mask> * BABYLON.JS Chromatic Aberration GLSL Shader <mask> * Author: Olivier Guyot <mask> * Separates very slightly R, G and B colors on the edges of the screen </s> Import All Shaders Former-commit-id: b5be47996ba547546e48fd9fc629545...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.ts
import "Shaders/ssao2.fragment"; import "Shaders/ssaoCombine.fragment";
<mask> import { GeometryBufferRenderer } from "Rendering/geometryBufferRenderer"; <mask> import { Scene } from "scene"; <mask> <mask> /** <mask> * Render pipeline to produce ssao effect <mask> */ <mask> export class SSAO2RenderingPipeline extends PostProcessRenderPipeline { </s> Import All Sh...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.ts
import "Shaders/ssao.fragment"; import "Shaders/ssaoCombine.fragment";
<mask> import { serialize } from "Misc/decorators"; <mask> import { Scene } from "scene"; <mask> <mask> /** <mask> * Render pipeline to produce ssao effect <mask> */ <mask> export class SSAORenderingPipeline extends PostProcessRenderPipeline { <mask> // Members <mask> </s> Import A...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.ts
import "Shaders/standard.fragment";
<mask> import { GeometryBufferRenderer } from "Rendering/geometryBufferRenderer"; <mask> import { Scene } from "scene"; <mask> import { Animation } from "Animations/animation"; <mask> import { Constants } from "Engines/constants"; <mask> /** <mask> * Standard rendering pipeline <mask> * Default pip...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.ts
import "Shaders/anaglyph.fragment";
<mask> import { Effect } from "Materials/effect"; <mask> <mask> /** <mask> * Postprocess used to generate anaglyphic rendering <mask> */ <mask> export class AnaglyphPostProcess extends PostProcess { <mask> private _passedProcess : Nullable<PostProcess>; <mask> </s> Import All Shader...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/anaglyphPostProcess.ts
import "Shaders/blackAndWhite.fragment";
<mask> import { Engine } from "Engines/engine"; <mask> <mask> /** <mask> * Post process used to render in black and white <mask> */ <mask> export class BlackAndWhitePostProcess extends PostProcess { <mask> /** <mask> * Linear about to convert he result to black and white (def...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/blackAndWhitePostProcess.ts
import "Shaders/bloomMerge.fragment";
<mask> import { Camera } from "Cameras/camera"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion. <mask> */ <mask> export class BloomMergePostProcess...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/bloomMergePostProcess.ts
import "Shaders/kernelBlur.fragment"; import "Shaders/kernelBlur.vertex";
<mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * The Blur Post Process which blurs an image based on a kernel and direction. <mask> * Can be used twice in x and y directions to perform a guassian blur in two passes. <mask> */ <mask> export class BlurPostPro...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/blurPostProcess.ts
import "Shaders/chromaticAberration.fragment";
<mask> import { Camera } from "Cameras/camera"; <mask> import { Engine } from "Engines/engine"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of t...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/chromaticAberrationPostProcess.ts
import "Shaders/circleOfConfusion.fragment";
<mask> import { Camera } from "Cameras/camera"; <mask> import { Logger } from "Misc/logger"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https:/...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/circleOfConfusionPostProcess.ts
import "Shaders/colorCorrection.fragment";
<mask> import { Camera } from "Cameras/camera"; <mask> <mask> /** <mask> * <mask> * This post-process allows the modification of rendered colors by using <mask> * a 'look-up table' (LUT). This effect is also called Color Grading. </s> Import All Shaders Former-commit-id: b5be47996ba547546e4...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/colorCorrectionPostProcess.ts
import "Shaders/convolution.fragment";
<mask> import { Engine } from "Engines/engine"; <mask> import { Effect } from "Materials/effect"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the <mask> * input texture to perform effects such as...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/convolutionPostProcess.ts
import "Shaders/depthOfFieldMerge.fragment";
<mask> import { Effect } from "Materials/effect"; <mask> import { PostProcess, PostProcessOptions } from "./postProcess"; <mask> import { Engine } from "Engines/engine"; <mask> import { Constants } from "Engines/constants"; <mask> /** <mask> * Options to be set when merging outputs from the default pipel...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/depthOfFieldMergePostProcess.ts
import "Shaders/displayPass.fragment";
<mask> import { Engine } from "Engines/engine"; <mask> <mask> /** <mask> * DisplayPassPostProcess which produces an output the same as it's input <mask> */ <mask> export class DisplayPassPostProcess extends PostProcess { <mask> /** <mask> * Creates the DisplayPassPostProcess ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/displayPassPostProcess.ts
import "Shaders/extractHighlights.fragment";
<mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect. <mask> */ <mask> export class ExtractHighlightsPostProc...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/extractHighlightsPostProcess.ts
import "Shaders/filter.fragment";
<mask> import { Effect } from "Materials/effect"; <mask> import { PostProcess, PostProcessOptions } from "./postProcess"; <mask> import { Engine } from "Engines/engine"; <mask> <mask> /** <mask> * Applies a kernel filter to the image <mask> */ <mask> export class FilterPostProcess extends Pos...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/filterPostProcess.ts
import "Shaders/fxaa.fragment"; import "Shaders/fxaa.vertex";
<mask> import { PostProcess, PostProcessOptions } from "./postProcess"; <mask> import { Engine } from "Engines/engine"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * Fxaa post process <mask> * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa <...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/fxaaPostProcess.ts
import "Shaders/grain.fragment";
<mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * The GrainPostProcess adds noise to the image at mid luminance levels <mask> */ <mask> export class GrainPostProcess extends PostProcess { </s> Import All Shaders Former-commit-id: b5be47996ba547546e48fd9fc629545...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/grainPostProcess.ts
import "Shaders/highlights.fragment";
<mask> import { Engine } from "Engines/engine"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * Extracts highlights from the image <mask> * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses <mask> */ </s> Import All Shaders Former-commit-id: b5...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/highlightsPostProcess.ts
import "Shaders/imageProcessing.fragment"; import "Shaders/postprocess.vertex";
<mask> import { Engine } from "Engines/engine"; <mask> import { Scene } from "scene"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> /** <mask> * ImageProcessingPostProcess <mask> * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing <mask> */ ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/imageProcessingPostProcess.ts
import "Shaders/motionBlur.fragment";
<mask> import { GeometryBufferRenderer } from "Rendering/geometryBufferRenderer"; <mask> import { Scene } from "scene"; <mask> <mask> declare type Engine = import("Engines/engine").Engine; <mask> <mask> /** <mask> * The Motion Blur Post Process which blurs an image based on the objects velocity in sce...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/motionBlurPostProcess.ts
import "Shaders/pass.fragment"; import "Shaders/passCube.fragment";
<mask> import { PostProcess, PostProcessOptions } from "./postProcess"; <mask> <mask> declare type Engine = import("Engines/engine").Engine; <mask> <mask> /** <mask> * PassPostProcess which produces an output the same as it's input </s> Import All Shaders Former-commit-id: b5be47996ba547546e48fd9fc6...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/passPostProcess.ts
import "Shaders/postprocess.vertex";
<mask> import { Scene } from "scene"; <mask> import { Animation } from "Animations/animation"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> declare type InternalTexture = import("Materials/Textures/internalTexture").InternalTexture; <mask> declare type WebVRFreeCamera = import("Cameras/VR...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/postProcess.ts
import "Shaders/refraction.fragment";
<mask> import { Texture } from "Materials/Textures/texture"; <mask> import { PostProcess, PostProcessOptions } from "./postProcess"; <mask> import { Engine } from "Engines/engine"; <mask> /** <mask> * Post process which applies a refractin texture <mask> * @see https://doc.babylonjs.com/how_to/how_t...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/refractionPostProcess.ts
import "Shaders/sharpen.fragment";
<mask> import { PostProcess, PostProcessOptions } from "./postProcess"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> declare type Engine = import("Engines/engine").Engine; <mask> /** <mask> * The SharpenPostProcess applies a sharpen kernel to every pixel <mask> * See http://...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/sharpenPostProcess.ts
import "Shaders/stereoscopicInterlace.fragment";
<mask> import { PostProcess } from "./postProcess"; <mask> import { Engine } from "Engines/engine"; <mask> /** <mask> * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera <mask> */ <mask> export class StereoscopicInterlacePostProcess extends PostProcess { </s> Imp...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/stereoscopicInterlacePostProcess.ts
import "Shaders/tonemap.fragment";
<mask> import { Effect } from "Materials/effect"; <mask> import { PostProcess } from "./postProcess"; <mask> import { Constants } from "Engines/constants"; <mask> <mask> declare type Engine = import("Engines/engine").Engine; <mask> <mask> /** Defines operator used for tonemapping */ <mask> export enum...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/tonemapPostProcess.ts
import "Shaders/depth.vertex"; import "Shaders/volumetricLightScattering.fragment"; import "Shaders/volumetricLightScatteringPass.fragment";
<mask> import { Constants } from "Engines/constants"; <mask> import { Scene } from "scene"; <mask> <mask> declare type Engine = import("Engines/engine").Engine; <mask> <mask> /** <mask> * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html <mask> */ </s> Import All Shaders...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/volumetricLightScatteringPostProcess.ts
import "Shaders/vrDistortionCorrection.fragment";
<mask> import { Texture } from "Materials/Textures/texture"; <mask> import { PostProcess } from "./postProcess"; <mask> /** <mask> * VRDistortionCorrectionPostProcess used for mobile VR <mask> */ <mask> export class VRDistortionCorrectionPostProcess extends PostProcess { </s> Import All Shaders...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/d6ab799bfe1a86c4e40a7236a4155b43049b6de1
src/PostProcesses/vrDistortionCorrectionPostProcess.ts