docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
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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",
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] | 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... | [
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"keep",
"replace",
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] | 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
<... | [
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] | 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): ... | [
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] | 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> ... | [
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"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... | [
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"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... | [
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"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 ... | [
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"add",
"keep",
"keep",
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] | 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... | [
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"add",
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] | 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",
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] | 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 ... | [
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] | 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... | [
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] | 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> }... | [
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] | 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... | [
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] | 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).... | [
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] | 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",
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] | 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... | [
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] | 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.... | [
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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... | [
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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... | [
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"keep",
"keep",
"add",
"keep",
"keep",
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"keep",
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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",
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"keep",
"keep",
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] | 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... | [
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"keep",
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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",
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"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 |
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