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 |
|---|---|---|---|---|
<mask> this._onAfterRenderCallbacks = [];
<mask>
<mask> this.detachControl();
<mask>
<mask> // Release sounds & sounds tracks
<mask> this.mainSoundTrack.dispose();
<mask>
<mask> for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90 | Babylon/babylon.scene.js | |
Scene.prototype._getByTags = function (list, tagsQuery) {
| <mask> }
<mask> };
<mask>
<mask> // Tags
<mask> Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
<mask> if (tagsQuery === undefined) {
<mask> // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need t... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90 | Babylon/babylon.scene.js |
<mask> }
<mask>
<mask> var listByTags = [];
<mask>
<mask> forEach = forEach || (function (item) {
<mask> return;
<mask> });
<mask>
<mask> for (var i in list) {
<mask> var item = list[i];
<mask> if (... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90 | Babylon/babylon.scene.js | |
<mask> for (var i in list) {
<mask> var item = list[i];
<mask> if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
<mask> listByTags.push(item);
<mask> forEach(item);
<mask> }
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
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"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90 | Babylon/babylon.scene.js | |
Scene.prototype.getMeshesByTags = function (tagsQuery) {
return this._getByTags(this.meshes, tagsQuery);
| <mask>
<mask> return listByTags;
<mask> };
<mask>
<mask> Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
<mask> return this._getByTags(this.meshes, tagsQuery, forEach);
<mask> };
<mask>
<mask> Scene.prototype.getCamerasByTags = functi... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90 | Babylon/babylon.scene.js |
Scene.prototype.getCamerasByTags = function (tagsQuery) {
return this._getByTags(this.cameras, tagsQuery);
| <mask> Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
<mask> return this._getByTags(this.meshes, tagsQuery, forEach);
<mask> };
<mask>
<mask> Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
<mask> return this._getByTags(this.ca... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90 | Babylon/babylon.scene.js |
Scene.prototype.getLightsByTags = function (tagsQuery) {
return this._getByTags(this.lights, tagsQuery);
| <mask> Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
<mask> return this._getByTags(this.cameras, tagsQuery, forEach);
<mask> };
<mask>
<mask> Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
<mask> return this._getByTags(this.l... | [
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"replace",
"replace",
"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90 | Babylon/babylon.scene.js |
Scene.prototype.getMaterialByTags = function (tagsQuery) {
return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery));
| <mask> Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
<mask> return this._getByTags(this.lights, tagsQuery, forEach);
<mask> };
<mask>
<mask> Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
<mask> return this._getByTags(this.m... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90 | Babylon/babylon.scene.js |
/**
* Returns true if the mesh can be rendered, otherwise false.
* @param mesh The mesh to render
* @param material The material used on the mesh
* @returns true if it can be rendered otherwise false
*/
protected _canRenderMesh(mesh: AbstractMesh, mater... | <mask> }
<mask>
<mask> /**
<mask> * Returns true if the mesh should render, otherwise false.
<mask> * @param mesh The mesh to render
<mask> * @returns true if it should render otherwise false
</s> Add GlowLayer alpha support
Former-commit-id: c7933906980608adf6216a07... | [
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"add",
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] | https://github.com/BabylonJS/Babylon.js/commit/fb9773456a3243f08acc3d7d5503e6af95d1b255 | src/Layers/effectLayer.ts |
if (this._canRenderMesh(mesh, material)) {
| <mask> return;
<mask> }
<mask>
<mask> // Do not block in blend mode.
<mask> if (material.needAlphaBlendingForMesh(mesh)) {
<mask> return;
<mask> }
<mask>
<mask> // Culling
<mask> engine.setState(material.... | [
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const needAlphaTest = material.needAlphaTesting();
const diffuseTexture = material.getAlphaTestTexture();
const needAlphaBlendFromDiffuse = diffuseTexture && diffuseTexture.hasAlpha &&
((material as any).useAlphaFromDiffuseTexture || (material as ... | <mask> this._emissiveTextureAndColor.color.g,
<mask> this._emissiveTextureAndColor.color.b,
<mask> this._emissiveTextureAndColor.color.a);
<mask>
<mask> // Alpha test
<mask> if (material && material.needAlphaTesting()) {
... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fb9773456a3243f08acc3d7d5503e6af95d1b255 | src/Layers/effectLayer.ts |
const opacityTexture = (material as any).opacityTexture;
if (opacityTexture) {
this._effectLayerMapGenerationEffect.setTexture("opacitySampler", opacityTexture);
this._effectLayerMapGenerationEffect.setFloat("opacityIntensity", opacityTexture.le... | <mask> if (alphaTexture) {
<mask> this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
<mask> let textureMatrix = alphaTexture.getTextureMatrix();
<mask>
<mask> if (textureMatrix) {
<mask> ... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fb9773456a3243f08acc3d7d5503e6af95d1b255 | src/Layers/effectLayer.ts |
/**
* Returns true if the mesh can be rendered, otherwise false.
* @param mesh The mesh to render
* @param material The material used on the mesh
* @returns true if it can be rendered otherwise false
*/
protected _canRenderMesh(mesh: AbstractMesh, mater... | <mask> }
<mask>
<mask> /**
<mask> * Implementation specific of rendering the generating effect on the main canvas.
<mask> * @param effect The effect used to render through
<mask> */
<mask> protected _internalRender(effect: Effect): void {
<mask> //... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fb9773456a3243f08acc3d7d5503e6af95d1b255 | src/Layers/glowLayer.ts |
<mask>
<mask> // Default emitter type
<mask> this.particleEmitterType = new BoxParticleEmitter();
<mask>
<mask> // Default update function
<mask> this.updateFunction = (particles: Particle[]): void => {
<mask> for (var index = 0; index < particles... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fb9ed6a644451af8923fff84e1bb4a25d86f75b8 | src/Particles/babylon.particleSystem.ts | |
particle.direction.scaleToRef(this._scaledUpdateSpeed, this._scaledDirection);
| <mask> }
<mask> }
<mask> particle.angle += particle.angularSpeed * this._scaledUpdateSpeed;
<mask>
<mask> particle.direction.scaleToRef(this._scaledUpdateSpeed * particle._emitPower, this._scaledDirection);
<mask>... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fb9ed6a644451af8923fff84e1bb4a25d86f75b8 | src/Particles/babylon.particleSystem.ts |
this.gravity.scaleToRef(this._scaledUpdateSpeed, this._scaledGravity);
| <mask>
<mask> particle.direction.scaleToRef(this._scaledUpdateSpeed * particle._emitPower, this._scaledDirection);
<mask> particle.position.addInPlace(this._scaledDirection);
<mask>
<mask> this.gravity.scaleToRef(this._scaledUpdateSpeed / pa... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fb9ed6a644451af8923fff84e1bb4a25d86f75b8 | src/Particles/babylon.particleSystem.ts |
if (particle._initialDirection) {
this._vertexData[offset++] = particle._initialDirection.x;
this._vertexData[offset++] = particle._initialDirection.y;
this._vertexData[offset++] = particle._initialDirection.z;
} else {
... | <mask> this._vertexData[offset++] = particle.cellIndex;
<mask> }
<mask>
<mask> if (!this._isBillboardBased) {
<mask> this._vertexData[offset++] = particle.direction.x;
<mask> this._vertexData[offset++] = particle.direction.y;
<mask> ... | [
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"replace",
"replace",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/fb9ed6a644451af8923fff84e1bb4a25d86f75b8 | src/Particles/babylon.particleSystem.ts |
let emitPower = Scalar.RandomRange(this.minEmitPower, this.maxEmitPower);
| <mask>
<mask> this._particles.push(particle);
<mask>
<mask> // Emitter
<mask> particle._emitPower = Scalar.RandomRange(this.minEmitPower, this.maxEmitPower);
<mask>
<mask> if (this.startPositionFunction) {
<mask> this.startPo... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fb9ed6a644451af8923fff84e1bb4a25d86f75b8 | src/Particles/babylon.particleSystem.ts |
if (emitPower === 0) {
if (!particle._initialDirection) {
particle._initialDirection = particle.direction.clone();
} else {
particle._initialDirection.copyFrom(particle.direction);
}
... | <mask> }
<mask>
<mask> // Life time
<mask> if (this.targetStopDuration && this._lifeTimeGradients && this._lifeTimeGradients.length > 0) {
<mask> let ratio = Scalar.Clamp(this._actualFrame / this.targetStopDuration);
<mask> T... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fb9ed6a644451af8923fff84e1bb4a25d86f75b8 | src/Particles/babylon.particleSystem.ts |
<mask> set superSampleFactor(value: number) {
<mask> }
<mask> }
<mask>
<mask> export enum TextAlign {
<mask> Left = 1,
<mask> Top,
<mask> Right,
<mask> Bottom,
<mask> Center
<mask> }
<mask>
<mask> @className("Text2D", "BABYLON")
<ma... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fbe57698d413e8bbf0b1a00dc3c5b0b926b4c1b6 | canvas2D/src/Engine/babylon.text2d.ts | |
* - textAlignH: align text horizontally (Text2D.AlignLeft, Text2D.AlignCenter, Text2D.AlignRight)
* - textAlignV: align text vertically (Text2D.AlignTop, Text2D.AlignCenter, Text2D.AlignBottom)
| <mask> * - paddingLeft: left padding, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
<mask> * - paddingRight: right padding, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
<mask> * - paddingBottom: bottom padding, can be a... | [
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textAlignH ?: number,
textAlignV ?: number,
| <mask> paddingLeft ?: number | string,
<mask> paddingRight ?: number | string,
<mask> paddingBottom ?: number | string,
<mask> padding ?: string,
<mask> textAlignH ?: TextAlign,
<mask> ... | [
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this.textAlignH = (settings.textAlignH==null) ? Text2D.AlignLeft : settings.textAlignH;
this.textAlignV = (settings.textAlignV==null) ? Text2D.AlignTop : settings.textAlignV;
this._wordWrap = (settings.wordWrap==null) ? false : true;
| <mask> this._tabulationSize = (settings.tabulationSize == null) ? 4 : settings.tabulationSize;
<mask> this._textSize = null;
<mask> this.text = text;
<mask> this.size = (settings.size==null) ? null : settings.size;
<mask> ... | [
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<mask> this._textSize = null;
<mask> this.text = text;
<mask> this.size = (settings.size==null) ? null : settings.size;
<mask>
<mask> if(settings.textAlignH != null){
<mask> this.textAlignH = setti... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fbe57698d413e8bbf0b1a00dc3c5b0b926b4c1b6 | canvas2D/src/Engine/babylon.text2d.ts | |
if (alignH == Text2D.AlignRight || alignH == Text2D.AlignCenter) {
| <mask> let alignV = this.textAlignV;
<mask>
<mask> offset.x = 0;
<mask>
<mask> if (alignH == TextAlign.Right || alignH == TextAlign.Center) {
<mask> for (let i = 0; i < lineLengths.length; i++) {
<mask> if (lineLengths[... | [
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if (alignH == Text2D.AlignRight) {
| <mask>
<mask> let textHeight = lineLengths.length * lh;
<mask> let offsetX = this.padding.leftPixels;
<mask>
<mask> if (alignH == TextAlign.Right) {
<mask> offsetX += contentAreaWidth - maxLineLen;
<mask> } else... | [
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} else if (alignH == Text2D.AlignCenter) {
| <mask> let offsetX = this.padding.leftPixels;
<mask>
<mask> if (alignH == TextAlign.Right) {
<mask> offsetX += contentAreaWidth - maxLineLen;
<mask> } else if (alignH == TextAlign.Center) {
<mask> offsetX += (... | [
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if (alignV == Text2D.AlignBottom) {
| <mask>
<mask> offset.y += contentAreaHeight + textHeight - lh;
<mask> offset.y += this.padding.bottomPixels;
<mask>
<mask> if (alignV == TextAlign.Bottom) {
<mask> offset.y -= contentAreaHeight;
<mask> }else if (alignV == TextA... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fbe57698d413e8bbf0b1a00dc3c5b0b926b4c1b6 | canvas2D/src/Engine/babylon.text2d.ts |
}else if (alignV == Text2D.AlignCenter) {
| <mask> offset.y += this.padding.bottomPixels;
<mask>
<mask> if (alignV == TextAlign.Bottom) {
<mask> offset.y -= contentAreaHeight;
<mask> }else if (alignV == TextAlign.Center) {
<mask> offset.y -= (contentAreaHeight - textHe... | [
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if (alignH == Text2D.AlignRight) {
| <mask> for (let i = 0; i < lineLengths.length; i++) {
<mask> let numChars = charsPerLine[i];
<mask> let lineLength = lineLengths[i];
<mask>
<mask> if (alignH == TextAlign.Right) {
<mask> offset.x += maxLineLen - l... | [
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}else if (alignH == Text2D.AlignCenter) {
| <mask> let lineLength = lineLengths[i];
<mask>
<mask> if (alignH == TextAlign.Right) {
<mask> offset.x += maxLineLen - lineLength;
<mask> }else if (alignH == TextAlign.Center) {
<mask> offset.x += (maxLine... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fbe57698d413e8bbf0b1a00dc3c5b0b926b4c1b6 | canvas2D/src/Engine/babylon.text2d.ts |
public textAlignH: number;
public textAlignV: number;
| <mask> private _text: string;
<mask> private _textSize: Size;
<mask> private _wordWrap: boolean;
<mask>
<mask> public textAlignH: TextAlign;
<mask> public textAlignV: TextAlign;
<mask>
<mask> }
<mask> } </s> replaced TextAlign enum with Text2D static readon... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fbe57698d413e8bbf0b1a00dc3c5b0b926b4c1b6 | canvas2D/src/Engine/babylon.text2d.ts |
//const keyAlreadyExists = this._getKeyAtFrame(newClipLength) !== null;
const keyAlreadyExists = this.props.context.getKeyAtFrame(newClipLength) !== null;
| <mask> // New clip length is greater than current clip length: add a key frame at the new clip length location with the same value as the previous frame
<mask> this.props.context.clipLength = newClipLength;
<mask>
<mask> this.props.context.onMoveToFrameRequired.notifyObservers(n... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/bottomBar/bottomBarComponent.tsx |
const keyAlreadyExists = this.props.context.getKeyAtFrame(newClipLength) !== null;
| <mask> // New clip length is smaller than current clip length: move the playing range to the new clip length
<mask> this.props.context.clipLength = newClipLength;
<mask>
<mask> this.props.context.onMoveToFrameRequired.notifyObservers(newClipLength);
<mask> const key... | [
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/*private _getKeyAtFrame(frameNumber : number) {
| <mask> }
<mask> this.setState({ clipLength: newClipLength.toFixed(0) });
<mask> }
<mask>
<mask> private _getKeyAtFrame(frameNumber: number) {
<mask> const keys = this.props.context.activeAnimations[0].getKeys();
<mask> for (let key of keys) {
<mask> if (Math.... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/bottomBar/bottomBarComponent.tsx |
}*/
| <mask> return key;
<mask> }
<mask> }
<mask> return null;
<mask> }
<mask>
<mask> componentWillUnmount() {
<mask> if (this._onAnimationsLoadedObserver) {
<mask> this.props.context.onAnimationsLoaded.remove(this._onAnimationsLoadedObserver);... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/bottomBar/bottomBarComponent.tsx |
activeChannels: { [key: number]: string } = {};
| <mask> scene: Scene;
<mask> target: Nullable<IAnimatable>;
<mask> rootAnimationGroup: Nullable<AnimationGroup>;
<mask> activeAnimations: Animation[] = [];
<mask> activeChannels: {[key: number]: string} = {};
<mask> activeKeyPoints: Nullable<KeyPointComponent[]>;
<mask> mainKeyPoint: N... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/context.ts |
onInterpolationModeSet = new Observable<{ keyId: number; value: AnimationKeyInterpolation }>();
| <mask>
<mask> onClipLengthIncreased = new Observable<number>();
<mask> onClipLengthDecreased = new Observable<number>();
<mask>
<mask> onInterpolationModeSet = new Observable<{keyId: number, value: AnimationKeyInterpolation}>();
<mask>
<mask> onSelectToActivated = new Observable<{from:number, ... | [
"keep",
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"replace",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/context.ts |
onSelectToActivated = new Observable<{ from: number; to: number }>();
| <mask> onClipLengthDecreased = new Observable<number>();
<mask>
<mask> onInterpolationModeSet = new Observable<{keyId: number, value: AnimationKeyInterpolation}>();
<mask>
<mask> onSelectToActivated = new Observable<{from:number, to:number}>();
<mask>
<mask> public prepare() {
<mask> ... | [
"keep",
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"replace",
"keep",
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"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/context.ts |
const animation = this.useTargetAnimations ? (animationEntry as TargetedAnimation).animation : (animationEntry as Animation);
| <mask> }
<mask> }
<mask>
<mask> for (var animationEntry of this.animations) {
<mask> const animation = this.useTargetAnimations ? (animationEntry as TargetedAnimation).animation : animationEntry as Animation;
<mask> if (!animation.hasRunningRuntimeAnimations) {... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/context.ts |
public getPrevKey(): Nullable<number> {
| <mask>
<mask> return -1;
<mask> }
<mask>
<mask> public getPrevKey() : Nullable<number> {
<mask> if (!this.animations || !this.animations.length || this.activeAnimations.length === 0) {
<mask> return null;
<mask> }
<mask>
<mask> let prevKey = -Number.MAX_V... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/context.ts |
public getNextKey(): Nullable<number> {
| <mask>
<mask> return prevKey;
<mask> }
<mask>
<mask> public getNextKey() : Nullable<number> {
<mask> if (!this.animations || !this.animations.length) {
<mask> return null;
<mask> }
<mask>
<mask> let nextKey = Number.MAX_VALUE;
</s> * If new key button is... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/context.ts |
<mask> }
<mask>
<mask> return nextKey;
<mask> }
<mask> } </s> * If new key button is pressed but key already exists on that frame, update the existing frame.
Former-commit-id: 5b70aab0df7efc3a28379aee4ed9fc29864cea14 </s> remove }
</s> add }*/
</s> remove public getNextKey() : ... | [
"keep",
"keep",
"keep",
"keep",
"replace"
] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/context.ts | |
id="new-key" globalState={this.props.globalState} context={this.props.context}
icon={newKeyIcon} onClick={() => this._onNewKeyButton()}/>
<ActionButtonComponent
| <mask> />
<mask> <ActionButtonComponent
<mask> className={hasActiveAnimations ? "" : "disabled"}
<mask> tooltip="New key"
<mask> id="new-key"
<mask> globalState={this.props.globalState}
<mask> ... | [
"keep",
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"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
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] | https://github.com/BabylonJS/Babylon.js/commit/fc16252157e9cde5bdedc2b407b407653864f949 | inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/topBarComponent.tsx |
<mask>
<mask> // Samplers
<mask> varying vec2 vUV;
<mask> uniform sampler2D textureSampler;
<mask> uniform sampler2D rightSampler;
<mask> uniform sampler2D leftSampler;
<mask>
<mask> void main(void)
<mask> {
<mask> vec4 leftFrag = texture2D(leftSampler, vUV);
</s> Adding to AnaglyphFreeCamera
Cameras n... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/fcdb0ff63bfd7e7b9b4945798970212fc29dead5 | Babylon/Shaders/anaglyph.fragment.fx | |
vec4 rightFrag = texture2D(textureSampler, vUV); | <mask> {
<mask> vec4 leftFrag = texture2D(leftSampler, vUV);
<mask> leftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);
<mask>
<mask> vec4 rightFrag = texture2D(rightSampler, vUV);
<mask> rightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);
<mask>
<mask> gl_FragColor = vec4(rightFrag.rgb * leftFra... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fcdb0ff63bfd7e7b9b4945798970212fc29dead5 | Babylon/Shaders/anaglyph.fragment.fx |
BABYLON.Scene.prototype._renderForCamera = function (camera) {
| <mask> }
<mask> this._particlesDuration += new Date() - beforeParticlesDate;
<mask> };
<mask>
<mask> BABYLON.Scene.prototype._renderForCamera = function (camera, mustClearDepth) {
<mask> var engine = this._engine;
<mask>
<mask> this.activeCamera = camera;
<mask>
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/fcdb0ff63bfd7e7b9b4945798970212fc29dead5 | Babylon/babylon.scene.js |
<mask>
<mask> // Viewport
<mask> engine.setViewport(this.activeCamera.viewport);
<mask>
<mask> // Clear
<mask> if (mustClearDepth) {
<mask> this._engine.clear(this.clearColor, false, true);
<mask> }
<mask>
<mask> // Camera
<mask> this._re... | [
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"replace",
"replace",
"replace",
"replace",
"replace",
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] | https://github.com/BabylonJS/Babylon.js/commit/fcdb0ff63bfd7e7b9b4945798970212fc29dead5 | Babylon/babylon.scene.js | |
this.postProcessManager._finalizeFrame(camera.isIntermediate);
| <mask>
<mask> this._renderDuration += new Date() - beforeRenderDate;
<mask>
<mask> // Finalize frame
<mask> this.postProcessManager._finalizeFrame();
<mask>
<mask> // Update camera
<mask> this.activeCamera._updateFromScene();
<mask>
<mask> // Reset some spec... | [
"keep",
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"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/fcdb0ff63bfd7e7b9b4945798970212fc29dead5 | Babylon/babylon.scene.js |
this._processSubCameras(this.activeCameras[cameraIndex]);
| <mask> if (this.activeCameras.length > 0) {
<mask> var currentRenderId = this._renderId;
<mask> for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
<mask> this._renderId = currentRenderId;
<mask> this._renderForCamera(t... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fcdb0ff63bfd7e7b9b4945798970212fc29dead5 | Babylon/babylon.scene.js |
this._processSubCameras(this.activeCamera);
| <mask> this._renderId = currentRenderId;
<mask> this._renderForCamera(this.activeCameras[cameraIndex], cameraIndex != 0);
<mask> }
<mask> } else {
<mask> this._renderForCamera(this.activeCamera);
<mask> }
<mask>
<mask> // After ren... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fcdb0ff63bfd7e7b9b4945798970212fc29dead5 | Babylon/babylon.scene.js |
this._targetDragStart(virtualMeshesInfo.pivotMesh.position, virtualMeshesInfo.pivotMesh.rotationQuaternion!, pointerId);
this.onDragStartObservable.notifyObservers({ position: virtualMeshesInfo.pivotMesh.position });
| <mask> this._attachedToElement = false;
<mask> }
<mask> }
<mask>
<mask> this._targetDragStart(virtualMeshesInfo.dragMesh.position, virtualMeshesInfo.dragMesh.rotationQuaternion!, pointerId);
<mask> thi... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fd2c621c4c09597507e995838e2304b5dc905e97 | src/Behaviors/Meshes/baseSixDofDragBehavior.ts |
if (controllerData.pick) {
| <mask> controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {
<mask> if (!this._options.enableNearInteractionOnAllControllers && xrController.uniqueId !== this._attachedController) {
<mask> return;
<mask> }
<mask> if (cont... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fd2c621c4c09597507e995838e2304b5dc905e97 | src/XR/features/WebXRNearInteraction.ts |
}
if (controllerData.pick && !this._farInteractionFeature?.attached) {
| <mask> if (controllerData.pick) {
<mask> controllerData.pick.ray = controllerData.grabRay;
<mask> this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);
<mask> }
<mask>
<mask> // Near pick pointer event
<mask> if (c... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fd2c621c4c09597507e995838e2304b5dc905e97 | src/XR/features/WebXRNearInteraction.ts |
if (controllerData.pick) {
controllerData.pick.ray = controllerData.grabRay;
}
| <mask> const grabCheck = (pressed: boolean) => {
<mask> if (this._options.enableNearInteractionOnAllControllers || (xrController.uniqueId === this._attachedController && !this._farInteractionFeature?.attached)) {
<mask> if (pressed && controllerData.pick && controllerData.meshUnde... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fd2c621c4c09597507e995838e2304b5dc905e97 | src/XR/features/WebXRNearInteraction.ts |
@serialize("coordinatesMode")
private _coordinatesMode = Texture.EXPLICIT_MODE;
| <mask>
<mask> @serialize()
<mask> public coordinatesIndex = 0;
<mask>
<mask> /**
<mask> * How a texture is mapped.
<mask> *
<mask> * | Value | Type | Description |
<mask> * | ----- | -------------------------------... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fdf66e173016c34335fa26b431fb5309d09d3573 | src/Materials/Textures/babylon.baseTexture.ts |
<mask> * | 7 | EQUIRECTANGULAR_MODE | |
<mask> * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
<mask> * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
<mask> */
<mask> @serialize("coordinatesMode")
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fdf66e173016c34335fa26b431fb5309d09d3573 | src/Materials/Textures/babylon.baseTexture.ts | |
/**
* | Value | Type | Description |
* | ----- | ------------------ | ----------- |
* | 0 | CLAMP_ADDRESSMODE | |
* | 1 | WRAP_ADDRESSMODE | |
* | 2 | MIRROR_ADDRESSMODE | |
*/
| <mask> * | 2 | MIRROR_ADDRESSMODE | |
<mask> */
<mask> @serialize()
<mask> public wrapU = Texture.WRAP_ADDRESSMODE;
<mask>
<mask> @serialize()
<mask> public wrapV = Texture.WRAP_ADDRESSMODE;
<mask>
<mask> @serialize()
<mask> pub... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fdf66e173016c34335fa26b431fb5309d09d3573 | src/Materials/Textures/babylon.baseTexture.ts |
/**
* | Value | Type | Description |
* | ----- | ------------------ | ----------- |
* | 0 | CLAMP_ADDRESSMODE | |
* | 1 | WRAP_ADDRESSMODE | |
* | 2 | MIRROR_ADDRESSMODE | |
*/
| <mask> public wrapU = Texture.WRAP_ADDRESSMODE;
<mask>
<mask> @serialize()
<mask> public wrapV = Texture.WRAP_ADDRESSMODE;
<mask>
<mask> @serialize()
<mask> public wrapR = Texture.WRAP_ADDRESSMODE;
<mask>
<mask> @serialize()
<mask> public anisotropicF... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fdf66e173016c34335fa26b431fb5309d09d3573 | src/Materials/Textures/babylon.baseTexture.ts |
import { Observable, Observer } from '../../Misc/observable';
| <mask>
<mask> import "../../Shaders/shadowMap.fragment";
<mask> import "../../Shaders/shadowMap.vertex";
<mask> import "../../Shaders/depthBoxBlur.fragment";
<mask> import { Observable } from '../../Misc/observable';
<mask> import { _DevTools } from '../../Misc/devTools';
<mask> import { EffectFallbacks } from ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
import { BoundingInfo } from '../../Culling/boundingInfo';
| <mask> import { IShadowGenerator } from './shadowGenerator';
<mask> import { DirectionalLight } from '../directionalLight';
<mask>
<mask> import { BoundingSphere } from "../../Culling/boundingSphere";
<mask>
<mask> /**
<mask> * A CSM implementation allowing casting shadows on large scenes.
<mask> * Document... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
public lightSizeCorrection: boolean = true;
public depthCorrection: boolean = true;
public penumbraDarkness: number = 1.0;
| <mask> this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
<mask> }
<mask>
<mask> private _darkness = 0;
<mask>
<mask> /** Gets or sets the actual darkness of a shadow */
<mask> public get darkness() {
<mask> return this._darkness;
<mask> }
</s> Mor... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
private _lightMinExtents: Array<Vector3>;
private _lightMaxExtents: Array<Vector3>;
| <mask> private _effect: Effect;
<mask>
<mask> private _viewMatrix: Array<Matrix>;
<mask> private _cachedPosition: Vector3 = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
<mask> private _cachedDirection: Vector3 = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
private _shadowMaxZ: number;
| <mask> private _viewSpaceBoundingSpheres: Array<BoundingSphere>;
<mask> private _transformMatrices: Array<Matrix>;
<mask> private _transformMatricesAsArray: Float32Array;
<mask>
<mask> private _frustumLength: number;
<mask> /**
<mask> * Gets the csmFrustumLength value: furthest range of... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
public get shadowMaxZ(): number {
| <mask> private _frustumLength: number;
<mask> /**
<mask> * Gets the csmFrustumLength value: furthest range of the frustum for the CSM mode.
<mask> */
<mask> public get frustumLength(): number {
<mask> if (!this._scene || !this._scene.activeCamera) {
<mask> return 0;
<ma... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
return this._shadowMaxZ;
| <mask> public get frustumLength(): number {
<mask> if (!this._scene || !this._scene.activeCamera) {
<mask> return 0;
<mask> }
<mask> return this._frustumLength;
<mask> }
<mask> /**
<mask> * Sets the csmFrustumLength: furthest range of the frustum for the CSM ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
public set shadowMaxZ(value: number) {
| <mask> }
<mask> /**
<mask> * Sets the csmFrustumLength: furthest range of the frustum for the CSM mode.
<mask> */
<mask> public set frustumLength(value: number) {
<mask> if (!this._scene || !this._scene.activeCamera) {
<mask> this._frustumLength = value;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
this._shadowMaxZ = value;
| <mask> * Sets the csmFrustumLength: furthest range of the frustum for the CSM mode.
<mask> */
<mask> public set frustumLength(value: number) {
<mask> if (!this._scene || !this._scene.activeCamera) {
<mask> this._frustumLength = value;
<mask> return;
<mask> }
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
if (this._shadowMaxZ === value || value < this._scene.activeCamera.minZ || value > this._scene.activeCamera.maxZ) {
| <mask> if (!this._scene || !this._scene.activeCamera) {
<mask> this._frustumLength = value;
<mask> return;
<mask> }
<mask> if (this._frustumLength === value || value < this._scene.activeCamera.minZ || value > this._scene.activeCamera.maxZ) {
<mask> retur... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
this._shadowMaxZ = value;
| <mask> }
<mask> if (this._frustumLength === value || value < this._scene.activeCamera.minZ || value > this._scene.activeCamera.maxZ) {
<mask> return;
<mask> }
<mask> this._frustumLength = value;
<mask> this._initCascades();
<mask> }
<mask>
<mask> pro... | [
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public cascadeBlendPercentage: number = 0.1;
| <mask> }
<mask>
<mask> public depthClamp: boolean = false;
<mask>
<mask> public splitBlendPercentage: number = 0.1;
<mask>
<mask> private _lambda = 0.5;
<mask>
<mask> /**
<mask> * Gets csmLambda: parameter used for calculating the frustum in CSM.
</s> More updates (notably PCSS s... | [
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if (!this._shadowMaxZ) {
this._shadowMaxZ = camera.maxZ;
| <mask> if (!camera) {
<mask> return;
<mask> }
<mask>
<mask> if (!this._frustumLength) {
<mask> this._frustumLength = camera.maxZ;
<mask> }
<mask>
<mask> this._currentRenderID = new Array(this._cascades);
<mask>
<mask> // inits and set... | [
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let breaks = this._frustumSplit();
| <mask> let farx = 0;
<mask> let fary = 0;
<mask>
<mask> // get all internal camera cascaded frustum points
<mask> let breaks = this._frustumSplit(this.cascades, camera.minZ, this._frustumLength, this._lambda);
<mask> if (camera.fovMode === 0) {
<mask> nearx = ... | [
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farx = this._shadowMaxZ * Math.tan(camera.fov / 2) * engine.getAspectRatio(camera);
fary = this._shadowMaxZ * Math.tan(camera.fov / 2);
| <mask> let breaks = this._frustumSplit(this.cascades, camera.minZ, this._frustumLength, this._lambda);
<mask> if (camera.fovMode === 0) {
<mask> nearx = camera.minZ * Math.tan(camera.fov / 2) * engine.getAspectRatio(camera);
<mask> neary = camera.minZ * Math.tan(camera.fov / ... | [
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farx = this._shadowMaxZ * Math.tan(camera.fov / 2);
fary = this._shadowMaxZ * Math.tan(camera.fov / 2) * engine.getAspectRatio(camera);
| <mask> fary = this._frustumLength * Math.tan(camera.fov / 2);
<mask> } else if (camera.fovMode === 1) {
<mask> nearx = camera.minZ * Math.tan(camera.fov / 2);
<mask> neary = camera.minZ * Math.tan(camera.fov / 2) * engine.getAspectRatio(camera);
<mask> farx =... | [
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this._viewSpaceFrustums[i].push(Vector3.Lerp(new Vector3(nearx, neary, camera.minZ), new Vector3(farx, fary, this._shadowMaxZ), breaks[i]));
this._viewSpaceFrustums[i].push(Vector3.Lerp(new Vector3(nearx, -neary, camera.minZ), new Vector3(farx, -fary, this._shadowMaxZ), breaks[i]));
... | <mask>
<mask> // populate the viewSpaceFrustums array
<mask> for (let i = 0; i < this.cascades + 1; i++) {
<mask> this._viewSpaceFrustums[i] = [];
<mask> this._viewSpaceFrustums[i].push(Vector3.Lerp(new Vector3(nearx, neary, camera.minZ), new Vector3(farx, fary, this._frust... | [
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this._lightMinExtents = [];
this._lightMaxExtents = [];
| <mask>
<mask> // initialize the CSM transformMatrices
<mask> this._viewMatrix = [];
<mask> this._transformMatrices = [];
<mask> for (let index = 0; index < this.cascades; index++) {
<mask> this._viewMatrix[index] = Matrix.Zero();
<mask> this._transformMatr... | [
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this._lightMinExtents[index] = new Vector3();
this._lightMaxExtents[index] = new Vector3();
| <mask> this._transformMatrices = [];
<mask> for (let index = 0; index < this.cascades; index++) {
<mask> this._viewMatrix[index] = Matrix.Zero();
<mask> this._transformMatrices[index] = Matrix.Zero();
<mask> }
<mask> this._transformMatricesAsArray = new Floa... | [
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private _frustumSplit(): Array<number> {
let camera = this._scene.activeCamera;
if (!camera) {
return [];
| <mask> }
<mask> this._transformMatricesAsArray = new Float32Array(this.cascades * 16);
<mask> }
<mask>
<mask> private _uniformSplit(amount: number, near: number, far: number): Array<number> {
<mask> let r = [];
<mask> for (let i = 1; i < amount; i++) {
<mask> ... | [
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<mask> let r = [];
<mask> for (let i = 1; i < amount; i++) {
<mask> r.push(i / amount);
<mask> }
<mask> r.push(1);
<mask> return r;
<mask> }
<mask>
<mask> private _logarithmicSplit(amount: number, near: number, far: number): Array<number> {
<mask> ... | [
"keep",
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"replace",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts | |
const near = camera.minZ,
far = camera.maxZ,
cameraRange = far - near,
minDistance = 0,
maxDistance = this._shadowMaxZ < far && this._shadowMaxZ >= near ? (this._shadowMaxZ - near) / (far - near) : 1;
const minZ = near + minDistance * camera... | <mask> r.push(1);
<mask> return r;
<mask> }
<mask>
<mask> private _logarithmicSplit(amount: number, near: number, far: number): Array<number> {
<mask> let r = [];
<mask> for (let i = 1; i < amount; i++) {
<mask> r.push((near * (far / near) ** (i / amount) - n... | [
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<mask> r.push(1);
<mask> return r;
<mask> }
<mask>
<mask> private _frustumSplit(amount: number, near: number, far: number, lambda: number): Array<number> {
<mask> let log = this._logarithmicSplit(amount, near, far);
<mask> let uni = this._uniformSplit(amount, near, far);
... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts | |
r.push(minDistance);
for (let cascadeIndex = 0; cascadeIndex < this._cascades; ++cascadeIndex) {
const p = (cascadeIndex + 1) / this._cascades,
log = minZ * (ratio ** p),
uniform = minZ + range * p;
const d = this._lambda * (log - unifor... | <mask> private _frustumSplit(amount: number, near: number, far: number, lambda: number): Array<number> {
<mask> let log = this._logarithmicSplit(amount, near, far);
<mask> let uni = this._uniformSplit(amount, near, far);
<mask> let r = [];
<mask> r.push(0);
<mask> for (... | [
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<mask> r.push(0);
<mask> for (let i = 1; i < amount; i++) {
<mask> r.push(lambda * log[i - 1] + (1 - lambda) * uni[i - 1]);
<mask> }
<mask> r.push(1);
<mask> return r;
<mask> }
<mask>
<mask> /**
<mask> * Gets the CSM transformation matrix used ... | [
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let minx = -bs.radius, miny = -bs.radius, minz = 0;
let maxx = bs.radius, maxy = bs.radius, maxz = 2 * bs.radius;
// Try to tighten minZ and maxZ based on the bounding box of the shadow casters
const boundingInfo = this._shadowCastersBoundingInfo;
boun... | <mask> // get view matrix
<mask> let shadowCamPos = bs.centerWorld.subtract(this._lightDirection.scale(bs.radius));
<mask> Matrix.LookAtLHToRef(shadowCamPos, bs.centerWorld, Vector3.Up(), this._viewMatrix[mapIndex]);
<mask> // get ortho matrix
<mask> let ... | [
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this._shadowMaxZ = this._scene.activeCamera?.maxZ ?? 10000;
this._shadowCastersBoundingInfo = new BoundingInfo(new Vector3(0, 0, 0), new Vector3(0, 0, 0));
this.freezeShadowCastersBoundingInfo = false;
| <mask>
<mask> this._light = light;
<mask> this._mapSize = mapSize;
<mask> light._shadowGenerator = this;
<mask> this._frustumLength = this._scene.activeCamera?.maxZ ?? 10000;
<mask>
<mask> CascadedShadowGenerator._SceneComponentInitialization(this._scene);
<mask>
<mas... | [
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const lightSizeUVCorrection: Array<number> = [],
depthCorrection: Array<number> = [];
for (let i = 0; i < this._cascades; ++i) {
lightSizeUVCorrection.push(i === 0 || !this.lightSizeCorrection ? 1 : (this._lightMaxExtents[0].x - this._lightMinExtents[0].x) / (this._lightMa... | <mask> const width = shadowMap.getSize().width;
<mask>
<mask> effect.setMatrices("lightMatrix" + lightIndex, this._transformMatricesAsArray);
<mask> effect.setArray("viewFrustumZ" + lightIndex, this._viewSpaceFrustumsZ);
<mask> effect.setFloat("cascadeBlendFactor" + lightIndex, thi... | [
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effect.setFloat("cascadeBlendFactor" + lightIndex, this.cascadeBlendPercentage === 0 ? 10000 : 1 / this.cascadeBlendPercentage);
| <mask> const width = shadowMap.getSize().width;
<mask>
<mask> effect.setMatrices("lightMatrix" + lightIndex, this._transformMatricesAsArray);
<mask> effect.setArray("viewFrustumZ" + lightIndex, this._viewSpaceFrustumsZ);
<mask> effect.setFloat("splitBlendFactor" + lightIndex, this.... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
effect.setArray2("lightSizeUVCorrection" + lightIndex, lightSizeUVCorrection);
effect.setArray("depthCorrection" + lightIndex, depthCorrection);
effect.setFloat("penumbraDarkness" + lightIndex, this.penumbraDarkness);
| <mask> light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), width, 1 / width, this.frustumEdgeFalloff, lightIndex);
<mask> } else if (this._filter === CascadedShadowGenerator.FILTER_PCSS) {
<mask> effect.setDepthStencilTexture("shadowSampler" + lightIndex, shadowMap);
... | [
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if (this._freezeShadowCastersBoundingInfoObservable) {
this._scene.onBeforeRenderObservable.remove(this._freezeShadowCastersBoundingInfoObservable);
this._freezeShadowCastersBoundingInfoObservable = null;
}
| <mask> this.onBeforeShadowMapRenderMeshObservable.clear();
<mask> this.onBeforeShadowMapRenderObservable.clear();
<mask> this.onAfterShadowMapRenderMeshObservable.clear();
<mask> this.onAfterShadowMapRenderObservable.clear();
<mask> }
<mask>
<mask> /**
<mask> * Seri... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Lights/Shadows/cascadedShadowGenerator.ts |
"cascadeBlendFactor" + lightIndex,
"lightSizeUVCorrection" + lightIndex,
"depthCorrection" + lightIndex,
"penumbraDarkness" + lightIndex,
| <mask> samplersList.push("depthSampler" + lightIndex);
<mask>
<mask> uniformsList.push(
<mask> "viewFrustumZ" + lightIndex,
<mask> "splitBlendFactor" + lightIndex,
<mask> );
<mask>
<mask> if (projectedLightTexture) {
<mask> samplersList.push... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Materials/materialHelper.ts |
int index{X} = -1;
| <mask> );
<mask> vec3 shadowDebug{X};
<mask> #endif
<mask>
<mask> int index{X} = SHADOWCSMNUM_CASCADES{X} - 1;
<mask>
<mask> float diff{X} = 0.;
<mask> float frustrumLength{X} = 0.;
<mask> float previousFrustrumMax{X}... | [
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for (int i = 0; i < SHADOWCSMNUM_CASCADES{X}; i++) {
| <mask>
<mask> float diff{X} = 0.;
<mask> float frustrumLength{X} = 0.;
<mask> float previousFrustrumMax{X} = 0.;
<mask> for (int i = 0; i < SHADOWCSMNUM_CASCADES{X} - 1; i++) {
<mask> diff{X} = viewFrustumZ{X}[i] - vPositionFromCamera{X}.z;
<mask> ... | [
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if (diff{X} >= 0.) {
| <mask> diff{X} = viewFrustumZ{X}[i] - vPositionFromCamera{X}.z;
<mask> frustrumLength{X} = viewFrustumZ{X}[i] - previousFrustrumMax{X};
<mask> previousFrustrumMax{X} = viewFrustumZ{X}[i];
<mask>
<mask> if (diff{X} >= 0.){
<mask> ... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Shaders/ShadersInclude/lightFragment.fx |
if (index{X} >= 0) {
| <mask> break;
<mask> }
<mask> }
<mask>
<mask> #if defined(SHADOWPCF{X})
<mask> #if defined(SHADOWLOWQUALITY{X})
<mask> shadow = computeShadowWithCSMPCF1(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{... | [
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shadow = computeShadowWithCSMPCF1(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
| <mask> index{X} += 1;
<mask> float nextShadow = 0.;
<mask> #if defined(SHADOWPCF{X})
<mask> #if defined(SHADOWLOWQUALITY{X})
<mask> nextShadow = computeShadowWithCSMPCF1(float(index{X}), vPositionFromLight{X}[index{X}], vDe... | [
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shadow = computeShadowWithCSMPCF3(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.yz, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
| <mask> #if defined(SHADOWPCF{X})
<mask> #if defined(SHADOWLOWQUALITY{X})
<mask> nextShadow = computeShadowWithCSMPCF1(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.x, light{X}.shadowsInfo... | [
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shadow = computeShadowWithCSMPCF5(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.yz, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
| <mask> nextShadow = computeShadowWithCSMPCF1(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
<mask> #elif defined(SHADOWMEDIUMQUALITY{X})
<mask> nextShad... | [
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shadow = computeShadowWithCSMPCSS16(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], depthSampler{X}, shadowSampler{X}, light{X}.shadowsInfo.y, light{X}.shadowsInfo.z, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w, lightSizeUVCorrection{X}[index{X}], depthCorrection{... | <mask> nextShadow = computeShadowWithCSMPCF5(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.yz, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
<mask> #endif
<mask> #elif defined(SHADOWPC... | [
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"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Shaders/ShadersInclude/lightFragment.fx |
shadow = computeShadowWithCSMPCSS32(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], depthSampler{X}, shadowSampler{X}, light{X}.shadowsInfo.y, light{X}.shadowsInfo.z, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w, lightSizeUVCorrection{X}[index{X}], depthCorrection{... | <mask> #elif defined(SHADOWPCSS{X})
<mask> #if defined(SHADOWLOWQUALITY{X})
<mask> nextShadow = computeShadowWithCSMPCSS16(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], depthSampler{X}, shadowSampler{X}, light{X}.shadowsInfo.y... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/fe07b3491c0c7572d0b6df03541de8bc026cf59c | src/Shaders/ShadersInclude/lightFragment.fx |
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