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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// Setup the default processing configuration to the scene.
this._attachImageProcessingConfiguration(null);
| <mask> null, textureType, "postprocess", null, true);
<mask>
<mask> this._updateParameters();
<mask>
<mask> this.onApply = (effect: Effect) => {
<mask> this.imageProcessingConfiguration.bind(effect, this.aspectRatio);
</s> imag... | [
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this.imageProcessingConfiguration.bind(effect, this.aspectRatio);
| <mask>
<mask> this._updateParameters();
<mask>
<mask> this.onApply = (effect: Effect) => {
<mask> let aspectRatio = this.aspectRatio;
<mask>
<mask> // Color
<mask> if (this._colorCurvesEnabled) {
<mask> ... | [
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this._defines.FROMLINEARSPACE = this._fromLinearSpace;
this.imageProcessingConfiguration.prepareDefines(this._defines);
| <mask> }
<mask>
<mask> protected _updateParameters(): void {
<mask> var defines = "";
<mask> for (const define in this._defines) {
<mask> if (this._defines[define]) {
<mask> defines += `#define ${define};\r\n`;
</s> image processing to... | [
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for (const define in this._defines) {
if (this._defines[define]) {
defines += `#define ${define};\r\n`;
| <mask> }
<mask>
<mask> protected _updateParameters(): void {
<mask> var defines = "";
<mask> var samplers = ["textureSampler"];
<mask>
<mask> if (this.colorGradingTexture) {
<mask> defines = "#define COLORGRADING\r\n";
<mask> ... | [
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var samplers = ["textureSampler"];
ImageProcessing.PrepareSamplers(samplers, this._defines);
| <mask> defines += "#define VIGNETTEBLENDMODEOPAQUE\r\n";
<mask> }
<mask> }
<mask>
<mask> if (this.cameraToneMappingEnabled) {
<mask> defines += "#define TONEMAPPING\r\n";
<mask> }
<mask>
<mask> if (this._color... | [
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var uniforms = [];
ImageProcessing.PrepareUniforms(uniforms, this._defines);
| <mask> // Statics
<mask> private static _VIGNETTEMODE_MULTIPLY = 0;
<mask> private static _VIGNETTEMODE_OPAQUE = 1;
<mask>
<mask> public static get VIGNETTEMODE_MULTIPLY(): number {
<mask> return ImageProcessingPostProcess._VIGNETTEMODE_MULTIPLY;
<mask> }
<ma... | [
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this.updateEffect(defines, uniforms, samplers);
| <mask> public static get VIGNETTEMODE_MULTIPLY(): number {
<mask> return ImageProcessingPostProcess._VIGNETTEMODE_MULTIPLY;
<mask> }
<mask>
<mask> public static get VIGNETTEMODE_OPAQUE(): number {
<mask> return ImageProcessingPostProcess._VIGNETTEMODE_OPAQUE;
<mas... | [
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<mask> #ifdef MICROSURFACEMAP
<mask> uniform vec2 vMicroSurfaceSamplerInfos;
<mask> #endif
<mask>
<mask> #ifdef OPACITYFRESNEL
<mask> uniform vec4 opacityParts;
<mask> #endif
<mask>
<mask> #ifdef EMISSIVEFRESNEL
<mask> uniform vec4 emissiveLeftColor;
<mask> uniform vec4 emissiveRightColor;
<mask> #endif
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<mask> #define RECIPROCAL_PI2 0.15915494
<mask> #define FRESNEL_MAXIMUM_ON_ROUGH 0.25
<mask>
<mask> // PBR CUSTOM CONSTANTS
<mask> const float kPi = 3.1415926535897932384626433832795;
<mask> const float kRougnhessToAlphaScale = 0.1;
<mask> const float kRougnhessToAlphaOffset = 0.29248125;
<mask>
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<mask> const float kPi = 3.1415926535897932384626433832795;
<mask> const float kRougnhessToAlphaScale = 0.1;
<mask> const float kRougnhessToAlphaOffset = 0.29248125;
<mask>
<mask> float Square(float value)
<mask> {
<mask> return value * value;
<mask> }
<mask>
<mask> float getLuminance(vec3 color)
<mask... | [
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float alphaG = square(roughness) + kMinimumVariance;
| <mask> float convertRoughnessToAverageSlope(float roughness)
<mask> {
<mask> // Calculate AlphaG as square of roughness; add epsilon to avoid numerical issues
<mask> const float kMinimumVariance = 0.0005;
<mask> float alphaG = Square(roughness) + kMinimumVariance;
<mask> return alphaG;
<mask> }
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float a2 = square(alphaG);
| <mask> {
<mask> // Note: alphaG is average slope (gradient) of the normals in slope-space.
<mask> // It is also the (trigonometric) tangent of the median distribution value, i.e. 50% of normals have
<mask> // a tangent (gradient) closer to the macrosurface than this slope.
<mask> float a2 = Square(... | [
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return a2 / (PI * d * d);
| <mask> // It is also the (trigonometric) tangent of the median distribution value, i.e. 50% of normals have
<mask> // a tangent (gradient) closer to the macrosurface than this slope.
<mask> float a2 = Square(alphaG);
<mask> float d = NdotH * NdotH * (a2 - 1.0) + 1.0;
<mask> return a2 / (kPi * d... | [
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vec3 fresnelSchlickEnvironmentGGX(float VdotN, vec3 reflectance0, vec3 reflectance90, float smoothness)
| <mask> {
<mask> return reflectance0 + (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotH, 0., 1.), 5.0);
<mask> }
<mask>
<mask> vec3 FresnelSchlickEnvironmentGGX(float VdotN, vec3 reflectance0, vec3 reflectance90, float smoothness)
<mask> {
<mask> // Schlick fresnel approximation, extended with basi... | [
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return fresnel * NdotL / PI;
| <mask> float fresnel =
<mask> (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNL) *
<mask> (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNV);
<mask>
<mask> return fresnel * NdotL / kPi;
<mask> }
<mask>
<mask> float adjustRoughnessFromLightProperties(float roughness, float lightRadius... | [
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<mask>
<mask> return microSurface;
<mask> }
<mask>
<mask> vec3 toLinearSpace(vec3 color)
<mask> {
<mask> return vec3(pow(color.r, 2.2), pow(color.g, 2.2), pow(color.b, 2.2));
<mask> }
<mask>
<mask> vec3 toGammaSpace(vec3 color)
<mask> {
<mask> return vec3(pow(color.r, 1.0 / 2.2), pow(color.g,... | [
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<mask>
<mask> uniform vec2 vMicrosurfaceTextureLods;
<mask> uniform vec4 vReflectivityColor;
<mask> uniform vec3 vEmissiveColor;
<mask> uniform vec4 opacityParts;
<mask> uniform vec4 emissiveLeftColor;
<mask> uniform vec4 emissiveRightColor;
<mask>
<mask> uniform float pointSize;
<mask> };
<mask>
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#include<imageProcessingDeclaration>
| <mask> #include<reflectionFunction>
<mask>
<mask> #endif
<mask>
<mask> #ifdef CAMERACOLORGRADING
<mask> #include<colorGradingDefinition>
<mask> #include<colorGrading>
<mask> #endif
<mask>
<mask> #ifdef CAMERACOLORCURVES
<mask> #include<colorCurvesDefinition>
<mask> #include<colorCurves>
<mask> #end... | [
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#include<helperFunctions>
#include<imageProcessingFunctions>
| <mask> #include<colorGradingDefinition>
<mask> #include<colorGrading>
<mask> #endif
<mask>
<mask> #ifdef CAMERACOLORCURVES
<mask> #include<colorCurvesDefinition>
<mask> #include<colorCurves>
<mask> #endif
<mask>
<mask> #include<bumpFragmentFunctions>
<mask> #include<clipPlaneFragmentDeclaration>
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// Apply image processing if relevant. As this applies in linear space,
// We first move from gamma to linear.
#ifdef IMAGEPROCESSING
color.rgb = toLinearSpace(result.rgb);
color.rgb = applyImageProcessing(color);
| <mask>
<mask> #include<logDepthFragment>
<mask> #include<fogFragment>
<mask>
<mask> #ifdef CAMERACOLORGRADING
<mask> color = colorGrades(color);
<mask> #endif
<mask>
<mask> #ifdef CAMERACOLORCURVES
<mask> color.rgb = applyColorCurves(color.rgb);
<mask> #endif
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<mask> #ifdef CAMERACOLORGRADING
<mask> color = colorGrades(color);
<mask> #endif
<mask>
<mask> #ifdef CAMERACOLORCURVES
<mask> color.rgb = applyColorCurves(color.rgb);
<mask> #endif
<mask> gl_FragColor = color;
<mask> } </s> image processing to material integration
Former-commit-id: 6f831aa9b68d14576abe... | [
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#include<helperFunctions>
| <mask> const float GammaEncodePowerApprox = 1.0 / 2.2;
<mask> const float LinearEncodePowerApprox = 2.2;
<mask> const vec3 RGBLuminanceCoefficients = vec3(0.2126, 0.7152, 0.0722);
<mask>
<mask> uniform float contrast;
<mask> uniform vec4 vignetteSettings1;
<mask> uniform vec4 vignetteSettings2;
<mask> uniform ... | [
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#include<imageProcessingFunctions>
| <mask> uniform vec4 vCameraColorCurvePositive;
<mask> uniform sampler2D txColorTransform;
<mask> uniform vec4 colorTransformSettings;
<mask>
<mask> vec3 applyEaseInOut(vec3 x){
<mask> return x * x * (3.0 - 2.0 * x);
<mask> }
<mask>
<mask> /**
<mask> * Polyfill for SAMPLE_TEXTURE_3D, which is unsupported ... | [
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void main(void)
| <mask> vec3 applyEaseInOut(vec3 x){
<mask> return x * x * (3.0 - 2.0 * x);
<mask> }
<mask>
<mask> /**
<mask> * Polyfill for SAMPLE_TEXTURE_3D, which is unsupported in WebGL.
<mask> * colorTransformSettings.y = textureOffset (0.5 / textureSize).
<mask> * colorTransformSettings.z = textureSize.
<mask> */
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vec4 result = texture2D(textureSampler, vUV);
| <mask> * colorTransformSettings.z = textureSize.
<mask> */
<mask> vec3 sampleTexture3D(sampler2D colorTransform, vec3 color)
<mask> {
<mask> float sliceSize = 2.0 * colorTransformSettings.y; // Size of 1 slice relative to the texture, for example 1/8
<mask>
<mask> float sliceContinuous = (color.y - colorTra... | [
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#ifdef IMAGEPROCESSING
#ifndef FROMLINEARSPACE
// Need to move to linear space for subsequent operations.
result.rgb = toLinearSpace(result.rgb);
| <mask>
<mask> // Interpolate between the artist 'color' and white based on the physical transmission value 'vignette'.
<mask> vec3 vignetteColor = vignetteSettings2.rgb;
<mask>
<mask> #ifdef VIGNETTEBLENDMODEMULTIPLY
<mask> vec3 vignetteColorMultiplier = mix(vignetteColor, vec3(1, 1, 1), vignette);
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result = applyImageProcessing(result);
#else
// In case where the input is in linear space we at least need to put it back in gamma.
#ifdef FROMLINEARSPACE
result = applyImageProcessing(result);
| <mask> vec3 vignetteColorMultiplier = mix(vignetteColor, vec3(1, 1, 1), vignette);
<mask> result.rgb *= vignetteColorMultiplier;
<mask> #endif
<mask>
<mask> #ifdef VIGNETTEBLENDMODEOPAQUE
<mask> result.rgb = mix(vignetteColor, result.rgb, vignette);
<mask> #endif
<mask>
<mask> #endif
<mask>
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<mask> result.rgb = mix(vignetteColor, result.rgb, vignette);
<mask> #endif
<mask>
<mask> #endif
<mask>
<mask> #ifdef TONEMAPPING
<mask> float tonemappingCalibration = 1.590579;
<mask> result.rgb = 1.0 - exp2(-tonemappingCalibration * result.rgb);
<mask> #endif
<mask>
<mask> // Going back to gamma... | [
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<mask> varying vec2 vMicroSurfaceSamplerUV;
<mask> uniform sampler2D microSurfaceSampler;
<mask> #endif
<mask>
<mask> // Fresnel
<mask> #include<fresnelFunction>
<mask>
<mask> // Refraction
<mask> #ifdef REFRACTION
<mask>
<mask>
<mask> #ifdef REFRACTIONMAP_3D
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#ifdef REFLECTIONMAP_3D
uniform samplerCube reflectionCubeSampler;
#else
uniform sampler2D reflection2DSampler;
#endif
| <mask> // Reflection
<mask> #ifdef REFLECTION
<mask>
<mask> #ifdef REFLECTIONMAP_SKYBOX
<mask> varying vec3 vPositionUVW;
<mask> #else
<mask> #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
<mask> varying vec3 vDirectionW;
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#ifdef REFLECTIONMAP_SKYBOX
varying vec3 vPositionUVW;
#else
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
varying vec3 vDirectionW;
#endif
| <mask>
<mask> // Reflection
<mask> #ifdef REFLECTION
<mask>
<mask> #ifdef REFLECTIONMAP_3D
<mask> uniform samplerCube reflectionCubeSampler;
<mask> #else
<mask> uniform sampler2D reflection2DSampler;
<mask> #endif
<mask>
<mask> #ifdef REFLECTIONMAP_SKYBOX
<mask> varying vec3 vPositionUVW;
<mask> #else
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#endif
| <mask> #else
<mask> uniform sampler2D reflection2DSampler;
<mask> #endif
<mask>
<mask> #ifdef REFLECTIONMAP_SKYBOX
<mask> varying vec3 vPositionUVW;
<mask> #else
<mask> #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
<mask> varying vec3 vDirectionW;
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#include<reflectionFunction>
| <mask>
<mask> #endif
<mask>
<mask> #endif
<mask>
<mask> // Forces linear space for image processing
<mask> #ifndef FROMLINEARSPACE
<mask> #define FROMLINEARSPACE;
</s> image processing to material integration
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// Forces linear space for image processing
#ifndef FROMLINEARSPACE
#define FROMLINEARSPACE;
| <mask> #endif
<mask>
<mask> #endif
<mask>
<mask> #include<reflectionFunction>
<mask>
<mask> #endif
<mask>
<mask> #ifdef CAMERACOLORGRADING
<mask> #include<colorGradingDefinition>
<mask> #endif
</s> image processing to material integration
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#include<imageProcessingDeclaration>
| <mask> #include<reflectionFunction>
<mask>
<mask> #endif
<mask>
<mask> #ifdef CAMERACOLORGRADING
<mask> #include<colorGradingDefinition>
<mask> #endif
<mask>
<mask> #ifdef CAMERACOLORCURVES
<mask> #include<colorCurvesDefinition>
<mask> #endif
<mask>
</s> image processing to material integration
For... | [
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#include<helperFunctions>
#include<imageProcessingFunctions>
| <mask> #ifdef CAMERACOLORGRADING
<mask> #include<colorGradingDefinition>
<mask> #endif
<mask>
<mask> #ifdef CAMERACOLORCURVES
<mask> #include<colorCurvesDefinition>
<mask> #endif
<mask>
<mask> // PBR
<mask> #include<shadowsFragmentFunctions>
<mask> #include<pbrFunctions>
<mask>
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<mask>
<mask> // PBR
<mask> #include<shadowsFragmentFunctions>
<mask> #include<pbrFunctions>
<mask>
<mask> #ifdef CAMERACOLORGRADING
<mask> #include<colorGrading>
<mask> #endif
<mask>
<mask> #ifdef CAMERACOLORCURVES
<mask> #include<colorCurves>
<mask> #endif
<mask>
<mask> #include<harmonicsFunctions... | [
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<mask>
<mask> #include<harmonicsFunctions>
<mask> #include<pbrLightFunctions>
<mask>
<mask> #include<helperFunctions>
<mask> #include<bumpFragmentFunctions>
<mask> #include<clipPlaneFragmentDeclaration>
<mask> #include<logDepthDeclaration>
<mask>
<mask> // Fog
</s> image processing to material integration... | [
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// _______________________________________________________________________________
// _____________________________ Geometry Information ____________________________
| <mask>
<mask> void main(void) {
<mask> #include<clipPlaneFragment>
<mask>
<mask> vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
<mask>
<mask> #ifdef NORMAL
<mask> vec3 normalW = normalize(vNormalW);
<mask> #else
</s> image processing to material integration
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<mask> #include<clipPlaneFragment>
<mask>
<mask> vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
<mask>
<mask> // Bump
<mask> #ifdef NORMAL
<mask> vec3 normalW = normalize(vNormalW);
<mask> #else
<mask> vec3 normalW = normalize(cross(dFdx(vPositionW), dFdy(vPositionW)));
<mask> #endif
</s> ... | [
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// _____________________________ Albedo Information ______________________________
| <mask> #if defined(TWOSIDEDLIGHTING) && defined(NORMAL)
<mask> normalW = gl_FrontFacing ? normalW : -normalW;
<mask> #endif
<mask>
<mask> // Albedo
<mask> vec3 surfaceAlbedo = vAlbedoColor.rgb;
<mask>
<mask> // Alpha
<mask> float alpha = vAlbedoColor.a;
</s> image processing to material integration
... | [
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// _____________________________ Alpha Information _______________________________
#ifdef OPACITY
vec4 opacityMap = texture2D(opacitySampler, vOpacityUV + uvOffset);
#ifdef OPACITYRGB
alpha = getLuminance(opacityMap.rgb);
#else
alpha *= opacityMap.a;
#endif
alpha *= vOpacityInfos.y;
#endif
#ifd... | <mask> surfaceAlbedo *= toLinearSpace(albedoTexture.rgb);
<mask> surfaceAlbedo *= vAlbedoInfos.y;
<mask> #endif
<mask>
<mask> #ifndef LINKREFRACTIONTOTRANSPARENCY
<mask> #if defined(ALPHATEST) && defined(ALPHATESTVALUE)
<mask> if (alpha <= ALPHATESTVALUE)
<mask> discard;
<mask>
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#ifndef ALPHABLEND
// Prevent to blend with the canvas.
alpha = 1.0;
#endif
| <mask> #ifndef LINKREFRACTIONTOTRANSPARENCY
<mask> #if defined(ALPHATEST) && defined(ALPHATESTVALUE)
<mask> if (alpha <= ALPHATESTVALUE)
<mask> discard;
<mask>
<mask> #ifndef ALPHABLEND
<mask> // Prevent to blend with the canvas.
<mask> alpha = 1.0;
<mask> #endif
<mask> #endif
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// _____________________________ AO Information _______________________________
| <mask> #ifdef VERTEXCOLOR
<mask> surfaceAlbedo *= vColor.rgb;
<mask> #endif
<mask>
<mask> // Ambient color
<mask> vec3 ambientOcclusionColor = vec3(1., 1., 1.);
<mask>
<mask> #ifdef AMBIENT
<mask> vec3 ambientOcclusionColorMap = texture2D(ambientSampler, vAmbientUV + uvOffset).rgb * vAmbientInfos.y;
<ma... | [
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// _____________________________ Reflectivity Info _______________________________
| <mask> #endif
<mask> ambientOcclusionColor = mix(ambientOcclusionColor, ambientOcclusionColorMap, vAmbientInfos.z);
<mask> #endif
<mask>
<mask> // Reflectivity map
<mask> float microSurface = vReflectivityColor.a;
<mask> vec3 surfaceReflectivityColor = vReflectivityColor.rgb;
<mask>
<mask> #ifdef METALL... | [
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<mask> #endif
<mask> #endif
<mask> #endif
<mask>
<mask> // Compute N dot V.
<mask> float NdotV = clamp(dot(normalW, viewDirectionW),0., 1.) + 0.00001;
<mask>
<mask> // Adapt microSurface.
<mask> microSurface = clamp(microSurface, 0., 1.);
<mask>
<mask> // Compute roughness.
<mask> float roughnes... | [
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// _____________________________ Alpha Fresnel ___________________________________
#ifdef ALPHAFRESNEL
// Convert approximate perceptual opacity (gamma-encoded opacity) to linear opacity (absorptance, or inverse transmission)
// for use with the linear HDR render target. The final composition will be converted bac... | <mask>
<mask> // Compute roughness.
<mask> float roughness = 1. - microSurface;
<mask>
<mask> #ifdef LIGHTMAP
<mask> vec3 lightmapColor = texture2D(lightmapSampler, vLightmapUV + uvOffset).rgb * vLightmapInfos.y;
<mask> #endif
<mask>
<mask> float NdotL = -1.;
<mask>
<mask> // Compute reflecta... | [
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vec3 normalForward = faceforward(normalW, -viewDirectionW, normalW);
| <mask> #endif
<mask>
<mask> float NdotL = -1.;
<mask>
<mask> // Compute reflectance.
<mask> float reflectance = max(max(surfaceReflectivityColor.r, surfaceReflectivityColor.g), surfaceReflectivityColor.b);
<mask>
<mask> // For typical incident reflectance range (between 4% to 100%) set the grazing ref... | [
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// Calculate the appropriate linear opacity for the current viewing angle (formally, this quantity is the "directional absorptance").
alpha = fresnelSchlickEnvironmentGGX(clamp(dot(V, normalForward), 0.0, 1.0), vec3(opacity0), vec3(opacity90), sqrt(microSurface)).x;
| <mask>
<mask> // Compute reflectance.
<mask> float reflectance = max(max(surfaceReflectivityColor.r, surfaceReflectivityColor.g), surfaceReflectivityColor.b);
<mask>
<mask> // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
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#ifdef ALPHATEST
if (alpha <= ALPHATESTVALUE)
discard;
| <mask> #ifdef SPECULARTERM
<mask> vec3 specularBase = vec3(0., 0., 0.);
<mask> #endif
<mask>
<mask> lightingInfo info;
<mask> float shadow = 1.; // 1 - shadowLevel
<mask>
<mask> #include<lightFragment>[0..maxSimultaneousLights]
<mask>
<mask> vec3 lightDiffuseContribution = diffuseBase;
<mask>
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#ifndef ALPHABLEND
// Prevent to blend with the canvas.
alpha = 1.0;
#endif
| <mask>
<mask> #ifdef OPACITY
<mask> vec4 opacityMap = texture2D(opacitySampler, vOpacityUV + uvOffset);
<mask>
<mask> #ifdef OPACITYRGB
<mask> opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);
<mask> alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;
<mask> #else
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// _____________________________ Compute LODs Fetch ____________________________________
| <mask> alpha *= opacityMap.a * vOpacityInfos.y;
<mask> #endif
<mask> #endif
<mask>
<mask> #ifdef VERTEXALPHA
<mask> alpha *= vColor.a;
<mask> #endif
<mask>
<mask> #ifdef OPACITYFRESNEL
<mask> float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);
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// _____________________________ Refraction Info _______________________________________
| <mask> #endif
<mask>
<mask> #ifdef REFRACTION
<mask> vec3 surfaceRefractionColor = vec3(0., 0., 0.);
<mask> vec3 refractionVector = refract(-viewDirectionW, normalW, vRefractionInfos.y);
<mask>
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vec3 surfaceRefractionColor = vec3(0., 0., 0.);
| <mask> #endif
<mask>
<mask> // _____________________________ Refraction Info _______________________________________
<mask> #ifdef REFRACTION
<mask> vec3 refractionVector = refract(-viewDirectionW, normalW, vRefractionInfos.y);
<mask>
<mask> #ifdef LODBASEDMICROSFURACE
<mask> #ifdef USEPMREMREFRACTION
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// _____________________________ Reflection Info _______________________________________
#ifdef REFLECTION
| <mask> surfaceRefractionColor = toLinearSpace(surfaceRefractionColor.rgb);
<mask> #endif
<mask> #endif
<mask>
<mask> // Reflection
<mask> vec3 environmentRadiance = vReflectionColor.rgb;
<mask> vec3 environmentIrradiance = vReflectionColor.rgb;
<mask>
<mask> #ifdef REFLECTION
<mask> vec3 vReflectionU... | [
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<mask>
<mask> // Reflection
<mask> vec3 environmentRadiance = vReflectionColor.rgb;
<mask> vec3 environmentIrradiance = vReflectionColor.rgb;
<mask>
<mask> #ifdef REFLECTION
<mask> vec3 vReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), normalW);
<mask>
<mask> #ifdef LODBASEDMICROSFURACE
... | [
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if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) { | <mask> var centerX = projectedPosition.x - textMetrics.width / 2;
<mask> var centerY = projectedPosition.y;
<mask> var clientRect = this._drawingCanvas.getBoundingClientRect();
<mask>
<mask> if (this._isClickInsideRect(clientRect.left * this._ratio +... | [
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this._scene.unregisterBeforeRender(this._syncData); | <mask> this._enabled = false;
<mask>
<mask> var engine = this._scene.getEngine();
<mask>
<mask> this._scene.unregisterAfterRender(this._syncData);
<mask> document.body.removeChild(this._globalDiv);
<mask>
<mask> window.removeEventListener("resize", ... | [
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this._scene.registerBeforeRender(this._syncData); | <mask> window.addEventListener("resize", this._syncPositions);
<mask> engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
<mask>
<mask> this._syncPositions();
<mask> this._scene.registerAfterRender(this._syncData);
<mask> }
<mask>
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this.blurSize = 2; | <mask> function ShadowGenerator(mapSize, light) {
<mask> var _this = this;
<mask> // Members
<mask> this.filter = ShadowGenerator.FILTER_NONE;
<mask> this._darkness = 0;
<mask> this._bias = 0.0001;
<mask> this._transparencyShadow = f... | [
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Object.defineProperty(ShadowGenerator, "FILTER_BLURVARIANCESHADOWMAP", {
get: function () {
return ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP;
},
enumerable: true,
configurable: true
}); | <mask> },
<mask> enumerable: true,
<mask> configurable: true
<mask> });
<mask> Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
<mask> get: function () {
<mask> return this.filter === ShadowGenerator.FILTER_... | [
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return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING; | <mask> configurable: true
<mask> });
<mask> Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
<mask> get: function () {
<mask> return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (this.filter === ShadowGenerator.FILTER_VARI... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
get: function () {
return this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP && this._light.supportsVSM();
},
set: function (value) {
this.filter = (value ... | <mask> enumerable: true,
<mask> configurable: true
<mask> });
<mask> ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
<mask> var defines = [];
<mask> if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
<mask> ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) { | <mask> configurable: true
<mask> });
<mask> ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
<mask> var defines = [];
<mask> if (this.useVarianceShadowMap) {
<mask> defines.push("#define VSM");
<mask> }
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
ShadowGenerator.prototype.getShadowMapForRendering = function () {
if (this._shadowMap2) {
return this._shadowMap2;
}
return this._shadowMap;
}; | <mask> ShadowGenerator.prototype.getShadowMap = function () {
<mask> return this._shadowMap;
<mask> };
<mask> ShadowGenerator.prototype.getLight = function () {
<mask> return this._light;
<mask> };
<mask> // Methods
<mask> ShadowGenerator.p... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList, this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP); | <mask> if (this._light.needRefreshPerFrame() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
<mask> this._cachedPosition = lightPosition.clone();
<mask> this._cachedDirect... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
if (this._shadowMap2) {
this._shadowMap2.dispose();
}
if (this._downSamplePostprocess) {
this._downSamplePostprocess.dispose();
}
if (this._boxBlurPostprocess) {
this._boxBlurPostprocess.dispose();
} | <mask> this._transparencyShadow = hasShadow;
<mask> };
<mask> ShadowGenerator.prototype.dispose = function () {
<mask> this._shadowMap.dispose();
<mask> };
<mask> ShadowGenerator._FILTER_NONE = 0;
<mask> ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3; | <mask> };
<mask> ShadowGenerator._FILTER_NONE = 0;
<mask> ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
<mask> ShadowGenerator._FILTER_POISSONSAMPLING = 2;
<mask> return ShadowGenerator;
<mask> })();
<mask> BABYLON.ShadowGenerator = ShadowGenerator;
<mask> })(BAB... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
private static _FILTER_BLURVARIANCESHADOWMAP = 3; | <mask> private static _FILTER_VARIANCESHADOWMAP = 1;
<mask> private static _FILTER_POISSONSAMPLING = 2;
<mask>
<mask> // Static
<mask> public static get FILTER_NONE(): number {
<mask> return ShadowGenerator._FILTER_NONE;
<mask> }
<mask>
</s> new BlurVarianc... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
public static get FILTER_BLURVARIANCESHADOWMAP(): number {
return ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP;
}
| <mask> return ShadowGenerator._FILTER_POISSONSAMPLING;
<mask> }
<mask>
<mask> // Members
<mask> public filter = ShadowGenerator.FILTER_NONE;
<mask> public blurSize = 2;
<mask>
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
public blurSize = 2; | <mask>
<mask> // Members
<mask> public filter = ShadowGenerator.FILTER_NONE;
<mask>
<mask> public get useVarianceShadowMap(): boolean {
<mask> return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && this._light.supportsVSM();
<mask> }
<mask> publi... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING; | <mask> this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
<mask> }
<mask>
<mask> public get usePoissonSampling(): boolean {
<mask> return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (this.filter === ShadowGenerator.... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
public get useBlurVarianceShadowMap(): boolean {
return this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP && this._light.supportsVSM();
}
public set useBlurVarianceShadowMap(value: boolean) {
this.filter = (value ? ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP :... | <mask> this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
<mask> }
<mask>
<mask> private _light: IShadowLight;
<mask> private _scene: Scene;
<mask> private _shadowMap: RenderTargetTexture;
<mask> private _shadowMap2: ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
private _shadowMap2: RenderTargetTexture; | <mask> private _light: IShadowLight;
<mask> private _scene: Scene;
<mask> private _shadowMap: RenderTargetTexture;
<mask> private _darkness = 0;
<mask> private _bias = 0.0001;
<mask> private _transparencyShadow = false;
<mask> private _effect: Effect;
<mas... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
private _downSamplePostprocess: PassPostProcess;
private _boxBlurPostprocess: PostProcess; | <mask> private _cachedDirection: Vector3;
<mask> private _cachedDefines: string;
<mask> private _currentRenderID: number;
<mask>
<mask> constructor(mapSize: number, light: IShadowLight) {
<mask> this._light = light;
<mask> this._scene = light.getScene();
... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
var index: number; | <mask> }
<mask> };
<mask>
<mask> this._shadowMap.customRenderFunction = (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>): void => {
<mask> var index;
<mask>
<mask> f... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) { | <mask>
<mask> public isReady(subMesh: SubMesh, useInstances: boolean): boolean {
<mask> var defines = [];
<mask>
<mask> if (this.useVarianceShadowMap) {
<mask> defines.push("#define VSM");
<mask> }
<mask>
<mask> var attribs = [VertexBuf... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
public getShadowMapForRendering(): RenderTargetTexture {
if (this._shadowMap2) {
return this._shadowMap2;
}
return this._shadowMap;
}
| <mask> return this._shadowMap;
<mask> }
<mask>
<mask> public getLight(): IShadowLight {
<mask> return this._light;
<mask> }
<mask>
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList, this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP); | <mask> this._cachedDirection = lightDirection.clone();
<mask>
<mask> Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), Vector3.Up(), this._viewMatrix);
<mask>
<mask> this._light.setShadowProjectionMatrix(this._projectionMatrix, this._vie... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
if (this._shadowMap2) {
this._shadowMap2.dispose();
}
if (this._downSamplePostprocess) {
this._downSamplePostprocess.dispose();
}
if (this._boxBlurPostprocess) {
this._boxBlurPostprocess.dispose();
... | <mask> }
<mask>
<mask> public dispose(): void {
<mask> this._shadowMap.dispose();
<mask> }
<mask> }
<mask> } </s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove public _finalizeFrame(doNotPres... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
this.shadowOrthoScale = 1.1;
this.shadowOrthoDepthScale = 3; | <mask> _super.call(this, name, scene);
<mask> this.direction = direction;
<mask> this.position = direction.scale(-1);
<mask> }
<mask> DirectionalLight.prototype.getAbsolutePosition = function () {
<mask> return this.transformedPosition ? this.transfo... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.js |
DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { | <mask> DirectionalLight.prototype.setDirectionToTarget = function (target) {
<mask> this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
<mask> return this.direction;
<mask> };
<mask> DirectionalLight.prototype.setShadowProjectionMatrix = funct... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.js |
var orthoNear = Number.MAX_VALUE;
var orthoFar = Number.MIN_VALUE; | <mask> var orthoTop = Number.MIN_VALUE;
<mask> var orthoBottom = Number.MAX_VALUE;
<mask> var tempVector3 = BABYLON.Vector3.Zero();
<mask> var activeCamera = this.getScene().activeCamera;
<mask> for (var meshIndex = 0; meshIndex < renderList.length; meshI... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.js |
if (tempVector3.z < orthoNear)
orthoNear = tempVector3.z;
if (tempVector3.z > orthoFar)
orthoFar = tempVector3.z; | <mask> if (tempVector3.x > orthoRight)
<mask> orthoRight = tempVector3.x;
<mask> if (tempVector3.y > orthoTop)
<mask> orthoTop = tempVector3.y;
<mask> }
<mask> }
<mask> var orthoWidth =... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.js |
var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale;
var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * this.shadowOrthoScale;
var orthoDepth = Math.max(Math.abs(orthoNear), Math.abs(orthoFar)) * this.shadowOrthoDepthScale... | <mask> if (tempVector3.y > orthoTop)
<mask> orthoTop = tempVector3.y;
<mask> }
<mask> }
<mask> var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * 1.1;
<mask> var orthoHeight = Math.max(Math.abs(orth... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.js |
return true; | <mask> var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * 1.1;
<mask> BABYLON.Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> };
<mask> DirectionalLight.prototype.suppo... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.js |
public shadowOrthoScale = 1.1;
public shadowOrthoDepthScale = 3;
| <mask> private _transformedDirection: Vector3;
<mask> public transformedPosition: Vector3;
<mask> private _worldMatrix: Matrix;
<mask>
<mask> constructor(name: string, public direction: Vector3, scene: Scene) {
<mask> super(name, scene);
<mask>
<mask> th... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.ts |
public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void { | <mask> this.direction = Vector3.Normalize(target.subtract(this.position));
<mask> return this.direction;
<mask> }
<mask>
<mask> public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {
<mask> var orthoLeft = ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.ts |
var orthoNear = Number.MAX_VALUE;
var orthoFar = Number.MIN_VALUE; | <mask> var orthoRight = Number.MIN_VALUE;
<mask> var orthoTop = Number.MIN_VALUE;
<mask> var orthoBottom = Number.MAX_VALUE;
<mask>
<mask> var tempVector3 = Vector3.Zero();
<mask>
<mask> var activeCamera = this.getScene().activeCamera;
</s> new BlurV... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.ts |
if (tempVector3.z < orthoNear)
orthoNear = tempVector3.z;
if (tempVector3.z > orthoFar)
orthoFar = tempVector3.z; | <mask> orthoRight = tempVector3.x;
<mask> if (tempVector3.y > orthoTop)
<mask> orthoTop = tempVector3.y;
<mask> }
<mask> }
<mask>
<mask> var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.ts |
var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale;
var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * this.shadowOrthoScale;
var orthoDepth = Math.max(Math.abs(orthoNear), Math.abs(orthoFar)) * this.shadowOrthoDepthScale... | <mask> orthoTop = tempVector3.y;
<mask> }
<mask> }
<mask>
<mask> var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * 1.1;
<mask> var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * 1.1;
<mask>
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.ts |
public getVSMOffset(): number {
return 0.55; | <mask>
<mask> var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * 1.1;
<mask> var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * 1.1;
<mask>
<mask> Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, activeCa... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.ts |
return true; | <mask> Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> }
<mask>
<mask> public supportsVSM(): boolean {
<mask> return false;
<mask> }
<mask>
<mask> public needRefreshPe... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.directionalLight.ts |
setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void; | <mask>
<mask> computeTransformedPosition(): boolean;
<mask> getScene(): Scene;
<mask>
<mask> setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
<mask>
<mask> supportsVSM(): boolean;
<mask>
<mask> needRefreshPerFrame(... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.light.ts |
getVSMOffset(): number; | <mask> getScene(): Scene;
<mask>
<mask> setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void;
<mask>
<mask> supportsVSM(): boolean;
<mask> needRefreshPerFrame(): boolean;
<mask>
<mask> _shadowGenerator: S... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.light.ts |
SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { | <mask> }
<mask> SpotLight.prototype.getAbsolutePosition = function () {
<mask> return this.transformedPosition ? this.transformedPosition : this.position;
<mask> };
<mask> SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.spotLight.js |
SpotLight.prototype.getVSMOffset = function () {
return 0.2;
}; | <mask> SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) {
<mask> var activeCamera = this.getScene().activeCamera;
<mask> BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.spotLight.js |
public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void { | <mask> public getAbsolutePosition(): Vector3 {
<mask> return this.transformedPosition ? this.transformedPosition : this.position;
<mask> }
<mask>
<mask> public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.spotLight.ts |
public getVSMOffset(): number {
return 0.2;
}
| <mask> Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> }
<mask>
<mask> public supportsVSM(): boolean {
<mask> return true;
<mask> }
<mask>
<mask> public needRefreshPerFrame(): boolean {
</s> new BlurVa... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Lights/babylon.spotLight.ts |
if (this.onAfterUnbind) {
this.onAfterUnbind();
} | <mask> }
<mask> // Unbind
<mask> engine.unBindFramebuffer(this._texture);
<mask> };
<mask> RenderTargetTexture.prototype.clone = function () {
<mask> var textureSize = this.getSize();
<mask> var newTexture = new RenderTargetTexture(this.... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/Textures/babylon.renderTargetTexture.js |
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