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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...
[ "keep", "keep", "keep", "add", "keep", "keep", "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", "keep", "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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
Babylon/Materials/babylon.standardMaterial.js
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
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 = ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
Babylon/PostProcess/babylon.postProcess.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...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
Babylon/PostProcess/babylon.postProcess.ts
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
Babylon/PostProcess/babylon.postProcess.ts
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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "keep" ]
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) { <...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "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 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
Babylon/Shaders/default.fragment.fx
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
Babylon/Shaders/default.fragment.fx
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "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(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> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
Babylon/Shaders/shadowMap.fragment.fx
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.2.1-alpha.debug.js
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> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.js
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...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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 (...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.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", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.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.2.1-alpha.debug.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.2.1-alpha.debug.js
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...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.js
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.2.1-alpha.debug.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", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.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.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...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.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.2.1-alpha.debug.js
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...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.js
if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
<mask> if (!shadowsActivated) { <mask> defines.push("#define SHADOWS"); <mask> shadowsActivated = true; <mask> } <mask> if (shadowGenerator.useVarianceShadowMap) { <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.js
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._...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.js
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) { <...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.js
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.js
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.js
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb
babylon.2.1-alpha.debug.js
<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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f6d8be3f8c6ae4edc3a35672d5ef926893557c21
src/Engine/babylon.engine.ts
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; ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f6d8be3f8c6ae4edc3a35672d5ef926893557c21
src/Engine/babylon.engine.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f6d8be3f8c6ae4edc3a35672d5ef926893557c21
src/Engine/babylon.engine.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f6d8be3f8c6ae4edc3a35672d5ef926893557c21
src/Engine/babylon.engine.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f6f8bef035f597224b0145bbed4d151dbf4c2cd2
packages/dev/core/src/Audio/sound.ts
} 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....
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f6f8bef035f597224b0145bbed4d151dbf4c2cd2
packages/dev/core/src/Audio/sound.ts
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...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f6f8bef035f597224b0145bbed4d151dbf4c2cd2
packages/dev/core/src/Audio/sound.ts
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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f6f8bef035f597224b0145bbed4d151dbf4c2cd2
packages/dev/core/src/Audio/sound.ts
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> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f6f8bef035f597224b0145bbed4d151dbf4c2cd2
packages/dev/core/src/Audio/sound.ts
// 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/${accessor.index}`, accessor).then(data => { <mask> return new VertexBuffer(this.babylonScene.getEngine(), data, kind, false); <mask> }); <mask> } <mask> else...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f709a669f28d31dd72162eb3a1ff819c6e1aeaed
loaders/src/glTF/2.0/babylon.glTFLoader.ts
accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(babylonBuffer => {
<mask> }); <mask> } <mask> else { <mask> const bufferView = ArrayItem.Get(`${context}/bufferView`, this.gltf.bufferViews, accessor.bufferView); <mask> accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(buffe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f709a669f28d31dd72162eb3a1ff819c6e1aeaed
loaders/src/glTF/2.0/babylon.glTFLoader.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f709a669f28d31dd72162eb3a1ff819c6e1aeaed
loaders/src/glTF/2.0/babylon.glTFLoader.ts
{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...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
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 = ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4
Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln
{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...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4
Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln
{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...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4
Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln
{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....
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4
Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln
{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...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4
Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln
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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https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4
Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS/ourOwnBabylon.js
<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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https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4
Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJSServer/BuildOurOwnBabylonJSServer.csproj
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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https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4
Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJSServer/Controllers/BuildOurOwnBabylonJSController.cs
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4
Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJSServer/Views/BabylonJSDemo/Index.cshtml
// 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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https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4
Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJSServer/WebViewPageExtensions.cs
"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> { ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f78303f2c7a3d578008174d68a5ab878be9f2c47
tests/validation/config.json
"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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f78303f2c7a3d578008174d68a5ab878be9f2c47
tests/validation/config.json
"playgroundId": "#1PLV5Z#104",
<mask> }, <mask> { <mask> "title": "Order independent transparency", <mask> "renderCount": 5, <mask> "playgroundId": "#1PLV5Z#103", <mask> "excludedEngines": ["webgl1"], <mask> "referenceImage": "oit.png" <mask> }, <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f78303f2c7a3d578008174d68a5ab878be9f2c47
tests/validation/config.json
var path = require('path');
<mask> var gutil = require('gulp-util'); <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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https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulp-babylonModule.js
let basename = (path.basename(file.path, ".js")); //console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", ""));
<mask> <mask> module.exports = function (moduleName, dependencies, es6) { <mask> return through.obj(function (file, enc, cb) { <mask> <mask> console.log("Compiling es6 module: " + moduleName); <mask> <mask> var extendsAddition = <mask> `var __extends = (this && this.__extends)...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulp-es6ModuleExports.js
`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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https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulp-es6ModuleExports.js
'var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,...
<mask> })(); <mask> `; <mask> <mask> var decorateAddition = <mask> 'var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n' + <mask> 'var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, k...
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https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulp-es6ModuleExports.js
if (content.indexOf('__extends') === -1 && !dependencyTree.length) {
<mask> 'return c > 3 && r && Object.defineProperty(target, key, r), r;\n' + <mask> '};\n'; <mask> <mask> let content = file.contents.toString(); <mask> if (content.indexOf('__extends') === -1 && !dependencies.length) { <mask> extendsAddition = ''; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulp-es6ModuleExports.js
//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