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 onAfterUnbind: () => void; | <mask> public onBeforeRender: () => void;
<mask> public onAfterRender: () => void;
<mask> public activeCamera: Camera;
<mask> public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, before... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/Textures/babylon.renderTargetTexture.ts |
if (this.onAfterUnbind) {
this.onAfterUnbind();
} | <mask> }
<mask>
<mask> // Unbind
<mask> engine.unBindFramebuffer(this._texture);
<mask> }
<mask>
<mask> public clone(): RenderTargetTexture {
<mask> var textureSize = this.getSize();
</s> new BlurVarianceShadowMap filter for shadows
Former-com... | [
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"add",
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"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/Textures/babylon.renderTargetTexture.ts |
if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { | <mask> if (!shadowsActivated) {
<mask> defines.push("#define SHADOWS");
<mask> shadowsActivated = true;
<mask> }
<mask> if (shadowGenerator.useVarianceShadowMap) {
<m... | [
"keep",
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"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/babylon.standardMaterial.js |
this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGe... | <mask> if (scene.shadowsEnabled) {
<mask> var shadowGenerator = light.getShadowGenerator();
<mask> if (mesh.receiveShadows && shadowGenerator) {
<mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.g... | [
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"replace",
"replace",
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if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { | <mask> defines.push("#define SHADOWS");
<mask> shadowsActivated = true;
<mask> }
<mask>
<mask> if (shadowGenerator.useVarianceShadowMap) {
<mask> defines.push("#... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/babylon.standardMaterial.ts |
this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGe... | <mask> if (scene.shadowsEnabled) {
<mask> var shadowGenerator = light.getShadowGenerator();
<mask> if (mesh.receiveShadows && shadowGenerator) {
<mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.g... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/babylon.standardMaterial.ts |
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; } | <mask> (function (BABYLON) {
<mask> var PostProcess = (function () {
<mask> function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable, defines) {
<mask> this.name = name;
<mask> this.width = -1;
<mask> this.height = ... | [
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if (!camera) {
return;
} | <mask> this._engine._releaseTexture(this._textures.data[i]);
<mask> }
<mask> this._textures.reset();
<mask> }
<mask> camera.detachPostProcess(this);
<mask> var index = camera._postProcesses.indexOf(this);
<mask> i... | [
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"add",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.js |
public _textures = new SmartArray<WebGLTexture>(2); | <mask> private _scene: Scene;
<mask> private _engine: Engine;
<mask> private _renderRatio: number;
<mask> private _reusable = false;
<mask> public _textures = new BABYLON.SmartArray<WebGLTexture>(2);
<mask> public _currentRenderTextureInd = 0;
<mask> privat... | [
"keep",
"keep",
"keep",
"keep",
"replace",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.ts |
constructor(public name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number = Texture.NEAREST_SAMPLINGMODE, engine?: Engine, reusable?: boolean, defines?: string) { | <mask> public _textures = new BABYLON.SmartArray<WebGLTexture>(2);
<mask> public _currentRenderTextureInd = 0;
<mask> private _effect: Effect;
<mask>
<mask> constructor(public name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera... | [
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this.renderTargetSamplingMode = samplingMode ? samplingMode : Texture.NEAREST_SAMPLINGMODE; | <mask> this._engine = engine;
<mask> }
<mask>
<mask> this._renderRatio = ratio;
<mask> this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
<mask> this._reusable = reusable || false;
<mask>
<mask> ... | [
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this._engine.setAlphaMode(Engine.ALPHA_DISABLE); | <mask>
<mask> // States
<mask> this._engine.enableEffect(this._effect);
<mask> this._engine.setState(false);
<mask> this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
<mask> this._engine.setDepthBuffer(false);
<mask> this._engine.setD... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.ts |
public dispose(camera?: Camera): void { | <mask>
<mask> return this._effect;
<mask> }
<mask>
<mask> public dispose(camera: Camera): void {
<mask> camera = camera || this._camera;
<mask>
<mask> if (this._textures.length > 0) {
<mask> for (var i = 0; i < this._textures.length; i++) {... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.ts |
if (!camera) {
return;
} | <mask> }
<mask> this._textures.reset();
<mask> }
<mask>
<mask> camera.detachPostProcess(this);
<mask>
<mask> var index = camera._postProcesses.indexOf(this);
<mask> if (index === camera._postProcessesTakenIndices[0] && camera._pos... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
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"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.ts |
PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].ac... | <mask> }
<mask> postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
<mask> return true;
<mask> };
<mask> PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
<... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcessManager.js |
public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1]... | <mask>
<mask> return true;
<mask> }
<mask>
<mask> public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
<mask> var postProcesses = this._scene.activeCamera._postProcesses;
<mask> var postProcessesTakenIndices = this._scene.active... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcessManager.ts |
uniform vec4 shadowsInfo0;
| <mask> uniform vec3 vLightSpecular0;
<mask> #ifdef SHADOW0
<mask> varying vec4 vPositionFromLight0;
<mask> uniform sampler2D shadowSampler0;
<mask> uniform vec3 shadowsInfo0;
<mask> #endif
<mask> #ifdef SPOTLIGHT0
<mask> uniform vec4 vLightDirection0;
<mask> #endif
<mask> #ifdef HEMILIGHT0
</s> new BlurVaria... | [
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"replace",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
uniform vec4 shadowsInfo1;
| <mask> uniform vec3 vLightSpecular1;
<mask> #ifdef SHADOW1
<mask> varying vec4 vPositionFromLight1;
<mask> uniform sampler2D shadowSampler1;
<mask> uniform vec3 shadowsInfo1;
<mask> #endif
<mask> #ifdef SPOTLIGHT1
<mask> uniform vec4 vLightDirection1;
<mask> #endif
<mask> #ifdef HEMILIGHT1
</s> new BlurVaria... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
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"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
uniform vec4 shadowsInfo2;
| <mask> uniform vec3 vLightSpecular2;
<mask> #ifdef SHADOW2
<mask> varying vec4 vPositionFromLight2;
<mask> uniform sampler2D shadowSampler2;
<mask> uniform vec3 shadowsInfo2;
<mask> #endif
<mask> #ifdef SPOTLIGHT2
<mask> uniform vec4 vLightDirection2;
<mask> #endif
<mask> #ifdef HEMILIGHT2
</s> new BlurVaria... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
uniform vec4 shadowsInfo3;
| <mask> uniform vec3 vLightSpecular3;
<mask> #ifdef SHADOW3
<mask> varying vec4 vPositionFromLight3;
<mask> uniform sampler2D shadowSampler3;
<mask> uniform vec3 shadowsInfo3;
<mask> #endif
<mask> #ifdef SPOTLIGHT3
<mask> uniform vec4 vLightDirection3;
<mask> #endif
<mask> #ifdef HEMILIGHT3
</s> new BlurVaria... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
return dot(color, bit_shift);
| <mask> #ifdef SHADOWS
<mask>
<mask> float unpack(vec4 color)
<mask> {
<mask> const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);
<mask> return dot(color, bitShift);
<mask> }
<mask>
<mask> float unpackHalf(vec2 color)
<mask> {
<mask> return color.x + (color.y / 255.0... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
float ChebychevInequality(vec2 moments, float t, float offset)
| <mask> return visibility;
<mask> }
<mask>
<mask> // Thanks to http://devmaster.net/
<mask> float ChebychevInequality(vec2 moments, float t)
<mask> {
<mask> if (t <= moments.x)
<mask> {
<mask> return 1.0;
<mask> }
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a8694... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
return clamp(variance / (variance + d * d) - offset, 0., 1.0);
| <mask> float variance = moments.y - (moments.x * moments.x);
<mask> variance = max(variance, 0.02);
<mask>
<mask> float d = t - moments.x;
<mask> return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
<mask> }
<mask>
<mask> float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
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"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)
| <mask> float d = t - moments.x;
<mask> return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
<mask> }
<mask>
<mask> float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
<mask> {
<mask> vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
<mask> vec2 uv = 0.5 * depth.xy ... | [
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"keep",
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"replace",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
return 1.0 - ChebychevInequality(moments, depth.z, offset);
| <mask>
<mask> vec4 texel = texture2D(shadowSampler, uv);
<mask>
<mask> vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
<mask> return 1.0 - ChebychevInequality(moments, depth.z);
<mask> }
<mask> #endif
<mask>
<mask> // Bump
<mask> #ifdef BUMP
</s> new BlurVarianceShadowMap filter for sh... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);
| <mask> lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);
<mask> #endif
<mask> #ifdef SHADOW0
<mask> #ifdef SHADOWVSM0
<mask> shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);
<mask> #else
<mask> #ifdef SHADOWPCF0... | [
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shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);
| <mask> info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);
<mask> #endif
<mask> #ifdef SHADOW1
<mask> #ifdef SHADOWVSM1
<mask> shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);
<mask> #else
<mask> #ifdef SHADOWPCF1
<mask> sh... | [
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shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);
| <mask> info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);
<mask> #endif
<mask> #ifdef SHADOW2
<mask> #ifdef SHADOWVSM2
<mask> shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);
<mask> #else
<mask> #ifdef SHADOWPCF2
<mask> sh... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);
| <mask> info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);
<mask> #endif
<mask> #ifdef SHADOW3
<mask> #ifdef SHADOWVSM3
<mask> shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);
<mask> #else
<mask> #ifdef SHADOWPCF3
<mask> sh... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);
const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
vec4 res = fract(depth * bit_shift);
res -= res.xxyz * bit_mask;
return res; | <mask> #endif
<mask>
<mask> vec4 pack(float depth)
<mask> {
<mask> const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);
<mask> const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);
<mask>
<mask> vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);
<mask> ... | [
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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",
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SpotLight.prototype.getVSMOffset = function () {
return 0.2;
}; | <mask> var activeCamera = this.getScene().activeCamera;
<mask> BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> };
<mask> SpotLight.prototype.supportsVSM = function () {
<mask> return true;
<mask> ... | [
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this.shadowOrthoScale = 1.1;
this.shadowOrthoDepthScale = 3; | <mask> __extends(DirectionalLight, _super);
<mask> function DirectionalLight(name, direction, scene) {
<mask> _super.call(this, name, scene);
<mask> this.direction = direction;
<mask> this.position = direction.scale(-1);
<mask> }
<mask> Directio... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.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... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
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> var tempVector3 = BABYLON.Vector3.Zero();
<mask> var activeCamera = this.getScene().activeCamera;
<mask> for (... | [
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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 =... | [
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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... | [
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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... | [
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this.blurSize = 2; | <mask> // Members
<mask> this.filter = ShadowGenerator.FILTER_NONE;
<mask> this._darkness = 0;
<mask> this._bias = 0.0001;
<mask> this._transparencyShadow = false;
<mask> this._viewMatrix = BABYLON.Matrix.Zero();
</s> new BlurVarianceShadowM... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
Object.defineProperty(ShadowGenerator, "FILTER_BLURVARIANCESHADOWMAP", {
get: function () {
return ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP;
},
enumerable: true,
configurable: true
}); | <mask> enumerable: true,
<mask> configurable: true
<mask> });
<mask> Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
<mask> get: function () {
<mask> return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && th... | [
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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... | [
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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",
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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> ... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
ShadowGenerator.prototype.getShadowMapForRendering = function () {
if (this._shadowMap2) {
return this._shadowMap2;
}
return this._shadowMap;
}; | <mask> return this._shadowMap;
<mask> };
<mask> ShadowGenerator.prototype.getLight = function () {
<mask> return this._light;
<mask> };
<mask> // Methods
<mask> ShadowGenerator.prototype.getTransformMatrix = function () {
<mask> var sce... | [
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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... | [
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if (this._shadowMap2) {
this._shadowMap2.dispose();
}
if (this._downSamplePostprocess) {
this._downSamplePostprocess.dispose();
}
if (this._boxBlurPostprocess) {
this._boxBlurPostprocess.dispose();
} | <mask> ShadowGenerator.prototype.dispose = function () {
<mask> this._shadowMap.dispose();
<mask> };
<mask> ShadowGenerator._FILTER_NONE = 0;
<mask> ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
<mask> ShadowGenerator._FILTER_POISSONSAMPLING = 2;
</s> new Blur... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3; | <mask> ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
<mask> ShadowGenerator._FILTER_POISSONSAMPLING = 2;
<mask> return ShadowGenerator;
<mask> })();
<mask> BABYLON.ShadowGenerator = ShadowGenerator;
<mask> })(BABYLON || (BABYLON = {}));
<mask> //# sourceMappingURL=babylon.shadowG... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
if (this.onAfterUnbind) {
this.onAfterUnbind();
} | <mask> // Unbind
<mask> engine.unBindFramebuffer(this._texture);
<mask> };
<mask> RenderTargetTexture.prototype.clone = function () {
<mask> var textureSize = this.getSize();
<mask> var newTexture = new RenderTargetTexture(this.name, textureSize.widt... | [
"keep",
"add",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nu... | <mask> cloudPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\n\nuniform vec3 skyColor;\nuniform vec3 cloudColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = s... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
depthBoxBlurPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define OFFSET 1\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Parameters\nuniform vec2 screenSize;\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0);\n const ... | <mask> defaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask... | <mask> postprocessVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
<mask> proceduralVertexSha... | [
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if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { | <mask> if (!shadowsActivated) {
<mask> defines.push("#define SHADOWS");
<mask> shadowsActivated = true;
<mask> }
<mask> if (shadowGenerator.useVarianceShadowMap) {
<m... | [
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this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGe... | <mask> if (scene.shadowsEnabled) {
<mask> var shadowGenerator = light.getShadowGenerator();
<mask> if (mesh.receiveShadows && shadowGenerator) {
<mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.g... | [
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if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; } | <mask> var PostProcess = (function () {
<mask> function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable, defines) {
<mask> this.name = name;
<mask> this.width = -1;
<mask> this.height = -1;
<mask> this._... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
if (!camera) {
return;
} | <mask> this._engine._releaseTexture(this._textures.data[i]);
<mask> }
<mask> this._textures.reset();
<mask> }
<mask> camera.detachPostProcess(this);
<mask> var index = camera._postProcesses.indexOf(this);
<mask> i... | [
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PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].ac... | <mask> }
<mask> postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
<mask> return true;
<mask> };
<mask> PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
<... | [
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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 textMetrics = this._drawingContext.measureText(text);
<mask> var centerX = projectedPosition.x - textMetrics.width / 2;
<mask> var centerY = projectedPosition.y;
<mask> var clientRect = this._drawingCanvas.getBoundingClientRect();
<mask> ... | [
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this._scene.unregisterBeforeRender(this._syncData); | <mask> return;
<mask> }
<mask> this._enabled = false;
<mask> var engine = this._scene.getEngine();
<mask> this._scene.unregisterAfterRender(this._syncData);
<mask> document.body.removeChild(this._globalDiv);
<mask> window.rem... | [
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this._scene.registerBeforeRender(this._syncData); | <mask> this._generateDOMelements();
<mask> window.addEventListener("resize", this._syncPositions);
<mask> engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
<mask> this._syncPositions();
<mask> this._scene.registerAfterRender(this... | [
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<mask> break;
<mask> case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
<mask> internalFormat = this._gl.LUMINANCE_ALPHA;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RGB:
<mask> internalFormat = this._gl.RGB... | [
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case Engine.TEXTUREFORMAT_RGB:
internalFormat = this._gl.RGB;
| <mask> break;
<mask> case Engine.TEXTUREFORMAT_RG:
<mask> internalFormat = this._gl.RG;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RED_INTEGER:
<mask> internalFormat = this._gl.RED_INTEGER;
... | [
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case Engine.TEXTUREFORMAT_RGBA:
internalFormat = this._gl.RGBA;
| <mask> break;
<mask> case Engine.TEXTUREFORMAT_RGB_INTEGER:
<mask> internalFormat = this._gl.RGB_INTEGER;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RGBA_INTEGER:
<mask> internalFormat = this._gl.RG... | [
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return this._gl.RGBA;
| <mask> return this._gl.RGB10_A2UI;
<mask> }
<mask> break;
<mask> default:
<mask> return this._gl_RGBA;
<mask> }
<mask>
<mask> return this._gl.RGBA;
<mask> };
<mask>
</s> f... | [
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private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "AudioBuffer" |"MediaElement" = "Unknown";
| <mask> private _customAttenuationFunction: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number;
<mask> private _registerFunc: Nullable<(connectedMesh: TransformNode) => void>;
<mask> private _isOutputConnected = false;
<mask> pr... | [
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} else if (urlOrArrayBuffer instanceof AudioBuffer) {
this._urlType = "AudioBuffer";
| <mask> this._urlType = "MediaElement";
<mask> } else if (urlOrArrayBuffer instanceof MediaStream) {
<mask> this._urlType = "MediaStream";
<mask> } else if (Array.isArray(urlOrArrayBuffer)) {
<mask> this.... | [
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case "AudioBuffer":
this._audioBufferLoaded(urlOrArrayBuffer);
break;
| <mask> }
<mask> break;
<mask> case "String":
<mask> urls.push(urlOrArrayBuffer);
<mask> // eslint-disable-next-line no-fallthrough
<mask> case "Array":
<mask... | [
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private _audioBufferLoaded(buffer: AudioBuffer) {
if (!Engine.audioEngine?.audioContext) {
return;
}
this._audioBuffer = buffer;
this._isReadyToPlay = true;
if (this.autoplay) {
this.play(0, this._offset, this._length);
}
... | <mask> return "Sound";
<mask> }
<mask>
<mask> private _soundLoaded(audioData: ArrayBuffer) {
<mask> if (!Engine.audioEngine?.audioContext) {
<mask> return;
<mask> }
<mask> Engine.audioEngine.audioContext.decodeAudioData(
</s> Added passing of existing Audio... | [
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this._audioBufferLoaded(buffer);
| <mask> }
<mask> Engine.audioEngine.audioContext.decodeAudioData(
<mask> audioData,
<mask> (buffer) => {
<mask> this._audioBuffer = buffer;
<mask> this._isReadyToPlay = true;
<mask> if (this.autoplay) {
<mask> ... | [
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// HACK: If byte offset is not a multiple of component type byte length then load as a float array instead of using Babylon buffers.
else if (accessor.byteOffset && accessor.byteOffset % VertexBuffer.GetTypeByteLength(accessor.componentType) !== 0) {
Tools.Warn("Accessor byte o... | <mask> accessor._babylonVertexBuffer = this._loadFloatAccessorAsync(`#/accessors/${accessor.index}`, accessor).then(data => {
<mask> return new VertexBuffer(this.babylonScene.getEngine(), data, kind, false);
<mask> });
<mask> }
<mask> else... | [
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accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(babylonBuffer => {
| <mask> });
<mask> }
<mask> else {
<mask> const bufferView = ArrayItem.Get(`${context}/bufferView`, this.gltf.bufferViews, accessor.bufferView);
<mask> accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(buffe... | [
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return new VertexBuffer(this.babylonScene.getEngine(), babylonBuffer, kind, false, false, bufferView.byteStride,
| <mask> else {
<mask> const bufferView = ArrayItem.Get(`${context}/bufferView`, this.gltf.bufferViews, accessor.bufferView);
<mask> accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(buffer => {
<mask> const size = GL... | [
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{0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Any CPU.Build.0 = Debug|x86 | <mask> GlobalSection(ProjectConfigurationPlatforms) = postSolution
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Mixed Platforms.Bu... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Mixed Platforms.Build.0 = Debug|x86 | <mask> GlobalSection(ProjectConfigurationPlatforms) = postSolution
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Any CPU.Build.0 = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Mixed Platforms.ActiveCfg = ... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.Build.0 = Release|x86 | <mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|x86.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|x86.Build.0 = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Mixed Platform... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Mixed Platforms.Build.0 = Release|x86 | <mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.Build.0 = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Mixed Platforms.ActiveCfg = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Any CPU.Build.0 = Debug|x86 | <mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|x86.Build.0 = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Mixe... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Mixed Platforms.Build.0 = Debug|x86 | <mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Any CPU.Build.0 = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.Buil... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.Build.0 = Release|x86 | <mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.Build.0 = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Mixed Platform... | [
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{93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Mixed Platforms.Build.0 = Release|x86 | <mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.Build.0 = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.Build.0 = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Mixed Pl... | [
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{CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.Build.0 = Debug|x86 | <mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|x86.Build.0 = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Mixe... | [
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{CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Mixed Platforms.Build.0 = Debug|x86 | <mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.Build.0 = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|x86.... | [
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{CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Any CPU.Build.0 = Release|x86 | <mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|x86.Build.0 = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Mixed Platforms.ActiveCfg = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Releas... | [
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shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod( depth * bitOffset * vec4( 254. ),\n vec4( 255. ) ) / v... | <mask> particlesVertexShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 color;\nattribute vec4 options;\n\n// Uniforms\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef CLIPPLANE\nuniform vec4 vC... | [
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<Content Include="$(BabylonJSSamplesDirFullPath)Scenes\**\*.*"> | <mask> <Content Include="Content\themes\base\jquery.ui.selectable.css" />
<mask> <Content Include="Content\themes\base\jquery.ui.slider.css" />
<mask> <Content Include="Content\themes\base\jquery.ui.tabs.css" />
<mask> <Content Include="Content\themes\base\jquery.ui.theme.css" />
<mask> <Conten... | [
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try
{
return File(new FileStream(absPath, FileMode.Open), type);
}
catch
{
return new HttpNotFoundResult();
} | <mask> type = "text/plain";
<mask> break;
<mask> }
<mask>
<mask> return File(new FileStream(absPath, FileMode.Open), type);
<mask> }
<mask> }
<mask> }
</s> Samples are in a separate repo, please read readme.md to set your environment.... | [
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BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSSamplesFile("Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) { | <mask> }
<mask>
<mask> <script type="text/javascript">
<mask> $(document).ready(function () {
<mask> BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSFile("Samples/Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) {
<mask> ... | [
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// relPath must be the last one so filename can be appended to it | <mask> {
<mask> if (page == null)
<mask> return null;
<mask>
<mask> // relPath must be the last one so filename must be appended to it
<mask> var url = page.Url.Action(BuildOurOwnBabylonJSController.GetFileContentActionName,
<mask> ... | [
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"playgroundId": "#QATUCH#18",
| <mask> "referenceImage": "particle_helper.png"
<mask> },
<mask> {
<mask> "title": "Chibi Rex",
<mask> "playgroundId": "#QATUCH#11",
<mask> "renderCount": 50,
<mask> "referenceImage": "chibi_rex.png"
<mask> },
<mask> {
... | [
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"playgroundId": "#WL4Q8J#20",
| <mask> },
<mask> {
<mask> "title": "Reverse depth buffer and shadows",
<mask> "renderCount": 10,
<mask> "playgroundId": "#WL4Q8J#16",
<mask> "excludedEngines": ["webgl1"],
<mask> "referenceImage": "reverseDepthBufferShadows.png"
<mask> ... | [
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"playgroundId": "#1PLV5Z#104",
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<mask> {
<mask> "title": "Order independent transparency",
<mask> "renderCount": 5,
<mask> "playgroundId": "#1PLV5Z#103",
<mask> "excludedEngines": ["webgl1"],
<mask> "referenceImage": "oit.png"
<mask> },
<mask> ... | [
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var path = require('path');
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<mask> var through = require('through2');
<mask>
<mask> module.exports = function (moduleName, dependencyTree, generateIndex, perFile, shaders, shaderIncludes) {
<mask> return through.obj(function (file, enc, cb) {
<mask>
<mask> let basename = (path.basename... | [
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let basename = (path.basename(file.path, ".js"));
//console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", ""));
| <mask>
<mask> module.exports = function (moduleName, dependencies, es6) {
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<mask>
<mask> console.log("Compiling es6 module: " + moduleName);
<mask>
<mask> var extendsAddition =
<mask> `var __extends = (this && this.__extends)... | [
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`var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.proto... | <mask>
<mask> console.log("Compiling es6 module: " + moduleName);
<mask>
<mask> var extendsAddition =
<mask> `var __extends = (this && this.__extends) || (function () {
<mask> var extendStatics = Object.setPrototypeOf ||
<mask> ({ __proto__: [] } instanceof Array && function (d,... | [
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<mask> `;
<mask>
<mask> var decorateAddition =
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if (content.indexOf('__extends') === -1 && !dependencyTree.length) {
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//if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
| <mask>
<mask> let dependenciesText = `${extendsAddition}
<mask> ${decorateAddition}
<mask> `;
<mask> if (moduleName !== 'core') {
<mask> dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
/*} else {
| <mask> if (moduleName !== 'core') {
<mask> dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
<mask> var BABYLON = globalObject["BABYLON"] || {};
<mask> `;
<mask> } else {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
<mask> dependenciesText += `var BABYLON;
<mask> `;
<mask> }
<mask>
<mask> if (dependencies) {
<mask> /*if (dependencies.length > 1) {
<mask> dependenciesText += 'function nse(ns1, ns2) { Object.keys(ns2).forEach(function(c) {if(!ns1[c]) {ns1[c] = ns2[c]}})... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js | |
/*exportsText += `(function() {
globalObject["BABYLON"] = globalObject["BABYLON"] || BABYLON;
})();
`;*/
/*if (dependencies) {
| <mask> }
<mask>
<mask>
<mask> dependencies.forEach(function (d, idx) {
<mask> if (d === 'core') return;
<mask> dependenciesText += `import * as ${d} from 'babylonjs/${d}/es6';
<mask> `;
<mask> //if (idx > 0) {
<mask> dependen... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
})();
| <mask> if (moduleName === "core") {
<mask> exportsText = `(function() {
<mask> var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
<mask> globalObject["BABYLON"] = BABYLON;
<mask> })();;
<mask> `
<mask> }
<mask>
<... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
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