@babylonjs/core 5.32.0 → 5.32.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (636) hide show
  1. package/Actions/abstractActionManager.d.ts +1 -1
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/action.d.ts +1 -1
  5. package/Actions/action.js +1 -1
  6. package/Actions/action.js.map +1 -1
  7. package/Actions/actionManager.d.ts +18 -18
  8. package/Actions/actionManager.js +18 -18
  9. package/Actions/actionManager.js.map +1 -1
  10. package/Actions/directActions.d.ts +10 -10
  11. package/Actions/directActions.js +10 -10
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/interpolateValueAction.d.ts +1 -1
  14. package/Actions/interpolateValueAction.js +1 -1
  15. package/Actions/interpolateValueAction.js.map +1 -1
  16. package/Animations/animatable.d.ts +2 -2
  17. package/Animations/animatable.js +2 -2
  18. package/Animations/animatable.js.map +1 -1
  19. package/Animations/animationGroup.d.ts +3 -3
  20. package/Animations/animationGroup.js +3 -3
  21. package/Animations/animationGroup.js.map +1 -1
  22. package/Animations/easing.d.ts +14 -14
  23. package/Animations/easing.js +13 -13
  24. package/Animations/easing.js.map +1 -1
  25. package/Audio/Interfaces/IAudioEngine.d.ts +2 -2
  26. package/Audio/Interfaces/IAudioEngine.js.map +1 -1
  27. package/Audio/Interfaces/ISoundOptions.d.ts +3 -3
  28. package/Audio/Interfaces/ISoundOptions.js.map +1 -1
  29. package/Audio/analyser.d.ts +1 -1
  30. package/Audio/analyser.js +1 -1
  31. package/Audio/analyser.js.map +1 -1
  32. package/Audio/audioEngine.d.ts +2 -2
  33. package/Audio/audioEngine.js +2 -2
  34. package/Audio/audioEngine.js.map +1 -1
  35. package/Audio/audioSceneComponent.d.ts +4 -4
  36. package/Audio/audioSceneComponent.js.map +1 -1
  37. package/Audio/sound.d.ts +13 -13
  38. package/Audio/sound.js +13 -13
  39. package/Audio/sound.js.map +1 -1
  40. package/Audio/soundTrack.d.ts +5 -5
  41. package/Audio/soundTrack.js +5 -5
  42. package/Audio/soundTrack.js.map +1 -1
  43. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  46. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  47. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  48. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  49. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  50. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  52. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  53. package/Behaviors/Cameras/framingBehavior.js +1 -1
  54. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -0
  56. package/Behaviors/Meshes/pointerDragBehavior.js +9 -3
  57. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  58. package/Bones/bone.d.ts +1 -1
  59. package/Bones/bone.js +1 -1
  60. package/Bones/bone.js.map +1 -1
  61. package/Bones/boneIKController.d.ts +1 -1
  62. package/Bones/boneIKController.js +1 -1
  63. package/Bones/boneIKController.js.map +1 -1
  64. package/Bones/boneLookController.d.ts +1 -1
  65. package/Bones/boneLookController.js +1 -1
  66. package/Bones/boneLookController.js.map +1 -1
  67. package/Bones/skeleton.d.ts +3 -3
  68. package/Bones/skeleton.js +2 -2
  69. package/Bones/skeleton.js.map +1 -1
  70. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +2 -2
  71. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  72. package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
  73. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  74. package/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +1 -1
  75. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +1 -1
  76. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  77. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +1 -1
  78. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  79. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  80. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +1 -1
  81. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -3
  82. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  83. package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +1 -1
  84. package/Cameras/Inputs/arcRotateCameraPointersInput.js +1 -1
  85. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  86. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -1
  87. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -1
  88. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  89. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  90. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  91. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  92. package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -2
  93. package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
  94. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  95. package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +1 -1
  96. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  97. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  98. package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +1 -1
  99. package/Cameras/Inputs/followCameraMouseWheelInput.js +3 -3
  100. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  101. package/Cameras/Inputs/followCameraPointersInput.d.ts +1 -1
  102. package/Cameras/Inputs/followCameraPointersInput.js +1 -1
  103. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  104. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  105. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +2 -2
  106. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  107. package/Cameras/Inputs/freeCameraGamepadInput.d.ts +1 -1
  108. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  109. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  110. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  111. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  112. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  113. package/Cameras/Inputs/freeCameraMouseInput.d.ts +3 -2
  114. package/Cameras/Inputs/freeCameraMouseInput.js +10 -7
  115. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  116. package/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +1 -1
  117. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  118. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  119. package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
  120. package/Cameras/Inputs/freeCameraTouchInput.js +4 -4
  121. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  122. package/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +1 -1
  123. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +1 -1
  124. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
  125. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  126. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +1 -1
  127. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  128. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  129. package/Cameras/Stereoscopic/anaglyphFreeCamera.js +1 -1
  130. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  131. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  132. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +1 -1
  133. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  134. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  135. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +1 -1
  136. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  137. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  138. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +1 -1
  139. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  140. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  141. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +1 -1
  142. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  143. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  144. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +1 -1
  145. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  146. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  147. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
  148. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  149. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  150. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +1 -1
  151. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  152. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  153. package/Cameras/VR/vrCameraMetrics.js +1 -1
  154. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  155. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  156. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
  157. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  158. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  159. package/Cameras/VR/vrDeviceOrientationFreeCamera.js +1 -1
  160. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  161. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  162. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +1 -1
  163. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  164. package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
  165. package/Cameras/VR/vrExperienceHelper.js +2 -2
  166. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  167. package/Cameras/VR/webVRCamera.d.ts +2 -2
  168. package/Cameras/VR/webVRCamera.js +2 -2
  169. package/Cameras/VR/webVRCamera.js.map +1 -1
  170. package/Cameras/arcRotateCamera.d.ts +9 -9
  171. package/Cameras/arcRotateCamera.js +9 -9
  172. package/Cameras/arcRotateCamera.js.map +1 -1
  173. package/Cameras/arcRotateCameraInputsManager.d.ts +1 -1
  174. package/Cameras/arcRotateCameraInputsManager.js +1 -1
  175. package/Cameras/arcRotateCameraInputsManager.js.map +1 -1
  176. package/Cameras/camera.d.ts +4 -4
  177. package/Cameras/camera.js +4 -4
  178. package/Cameras/camera.js.map +1 -1
  179. package/Cameras/cameraInputsManager.d.ts +1 -1
  180. package/Cameras/cameraInputsManager.js +1 -1
  181. package/Cameras/cameraInputsManager.js.map +1 -1
  182. package/Cameras/flyCamera.d.ts +1 -1
  183. package/Cameras/flyCamera.js +1 -1
  184. package/Cameras/flyCamera.js.map +1 -1
  185. package/Cameras/flyCameraInputsManager.d.ts +1 -1
  186. package/Cameras/flyCameraInputsManager.js +1 -1
  187. package/Cameras/flyCameraInputsManager.js.map +1 -1
  188. package/Cameras/followCamera.d.ts +4 -4
  189. package/Cameras/followCamera.js +4 -4
  190. package/Cameras/followCamera.js.map +1 -1
  191. package/Cameras/followCameraInputsManager.d.ts +1 -1
  192. package/Cameras/followCameraInputsManager.js +1 -1
  193. package/Cameras/followCameraInputsManager.js.map +1 -1
  194. package/Cameras/freeCamera.d.ts +3 -3
  195. package/Cameras/freeCamera.js +3 -3
  196. package/Cameras/freeCamera.js.map +1 -1
  197. package/Cameras/freeCameraInputsManager.d.ts +1 -1
  198. package/Cameras/freeCameraInputsManager.js +1 -1
  199. package/Cameras/freeCameraInputsManager.js.map +1 -1
  200. package/Cameras/gamepadCamera.d.ts +2 -2
  201. package/Cameras/gamepadCamera.js +2 -2
  202. package/Cameras/gamepadCamera.js.map +1 -1
  203. package/Cameras/targetCamera.d.ts +2 -2
  204. package/Cameras/targetCamera.js +2 -2
  205. package/Cameras/targetCamera.js.map +1 -1
  206. package/Cameras/touchCamera.d.ts +2 -2
  207. package/Cameras/touchCamera.js +2 -2
  208. package/Cameras/touchCamera.js.map +1 -1
  209. package/Cameras/universalCamera.d.ts +2 -2
  210. package/Cameras/universalCamera.js +2 -2
  211. package/Cameras/universalCamera.js.map +1 -1
  212. package/Cameras/virtualJoysticksCamera.d.ts +2 -2
  213. package/Cameras/virtualJoysticksCamera.js +2 -2
  214. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  215. package/Collisions/pickingInfo.d.ts +1 -1
  216. package/Collisions/pickingInfo.js +1 -1
  217. package/Collisions/pickingInfo.js.map +1 -1
  218. package/Culling/Octrees/octree.d.ts +2 -2
  219. package/Culling/Octrees/octree.js +2 -2
  220. package/Culling/Octrees/octree.js.map +1 -1
  221. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  222. package/Culling/Octrees/octreeBlock.js +1 -1
  223. package/Culling/Octrees/octreeBlock.js.map +1 -1
  224. package/Culling/Octrees/octreeSceneComponent.d.ts +3 -3
  225. package/Culling/Octrees/octreeSceneComponent.js +1 -1
  226. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  227. package/Culling/boundingInfo.d.ts +3 -3
  228. package/Culling/boundingInfo.js +2 -2
  229. package/Culling/boundingInfo.js.map +1 -1
  230. package/Debug/debugLayer.d.ts +1 -1
  231. package/Debug/debugLayer.js.map +1 -1
  232. package/Debug/rayHelper.d.ts +2 -2
  233. package/Debug/rayHelper.js +2 -2
  234. package/Debug/rayHelper.js.map +1 -1
  235. package/Engines/Extensions/engine.alpha.d.ts +2 -2
  236. package/Engines/Extensions/engine.alpha.js.map +1 -1
  237. package/Engines/Extensions/engine.multiRender.d.ts +2 -2
  238. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  239. package/Engines/Extensions/engine.query.d.ts +8 -8
  240. package/Engines/Extensions/engine.query.js.map +1 -1
  241. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  242. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  243. package/Engines/Extensions/engine.uniformBuffer.d.ts +3 -3
  244. package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
  245. package/Engines/Extensions/engine.views.d.ts +2 -2
  246. package/Engines/Extensions/engine.views.js +1 -1
  247. package/Engines/Extensions/engine.views.js.map +1 -1
  248. package/Engines/Extensions/engine.webVR.d.ts +1 -1
  249. package/Engines/Extensions/engine.webVR.js.map +1 -1
  250. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  251. package/Engines/Processors/shaderProcessor.js +2 -2
  252. package/Engines/Processors/shaderProcessor.js.map +1 -1
  253. package/Engines/WebGPU/webgpuShaderProcessor.js +11 -9
  254. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  255. package/Engines/constants.d.ts +17 -17
  256. package/Engines/constants.js +17 -17
  257. package/Engines/constants.js.map +1 -1
  258. package/Engines/engine.d.ts +12 -12
  259. package/Engines/engine.js +11 -11
  260. package/Engines/engine.js.map +1 -1
  261. package/Engines/nativeEngine.d.ts +2 -2
  262. package/Engines/nativeEngine.js +23 -2
  263. package/Engines/nativeEngine.js.map +1 -1
  264. package/Engines/nullEngine.d.ts +5 -5
  265. package/Engines/nullEngine.js +5 -5
  266. package/Engines/nullEngine.js.map +1 -1
  267. package/Engines/thinEngine.d.ts +8 -8
  268. package/Engines/thinEngine.js +6 -6
  269. package/Engines/thinEngine.js.map +1 -1
  270. package/Engines/webgpuEngine.d.ts +4 -4
  271. package/Engines/webgpuEngine.js +1 -1
  272. package/Engines/webgpuEngine.js.map +1 -1
  273. package/Gamepads/gamepadSceneComponent.d.ts +1 -1
  274. package/Gamepads/gamepadSceneComponent.js.map +1 -1
  275. package/Gizmos/gizmo.d.ts +6 -7
  276. package/Gizmos/gizmo.js +43 -36
  277. package/Gizmos/gizmo.js.map +1 -1
  278. package/Gizmos/planeRotationGizmo.js +17 -7
  279. package/Gizmos/planeRotationGizmo.js.map +1 -1
  280. package/Gizmos/positionGizmo.d.ts +4 -0
  281. package/Gizmos/positionGizmo.js +21 -0
  282. package/Gizmos/positionGizmo.js.map +1 -1
  283. package/Gizmos/rotationGizmo.d.ts +4 -0
  284. package/Gizmos/rotationGizmo.js +20 -0
  285. package/Gizmos/rotationGizmo.js.map +1 -1
  286. package/Gizmos/scaleGizmo.d.ts +2 -0
  287. package/Gizmos/scaleGizmo.js +10 -0
  288. package/Gizmos/scaleGizmo.js.map +1 -1
  289. package/Helpers/sceneHelpers.d.ts +7 -7
  290. package/Helpers/sceneHelpers.js.map +1 -1
  291. package/Inputs/scene.inputManager.js +34 -25
  292. package/Inputs/scene.inputManager.js.map +1 -1
  293. package/Instrumentation/engineInstrumentation.d.ts +2 -2
  294. package/Instrumentation/engineInstrumentation.js +2 -2
  295. package/Instrumentation/engineInstrumentation.js.map +1 -1
  296. package/Instrumentation/sceneInstrumentation.d.ts +2 -2
  297. package/Instrumentation/sceneInstrumentation.js +2 -2
  298. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  299. package/Layers/effectLayerSceneComponent.d.ts +2 -2
  300. package/Layers/effectLayerSceneComponent.js.map +1 -1
  301. package/Layers/glowLayer.d.ts +1 -1
  302. package/Layers/glowLayer.js +1 -1
  303. package/Layers/glowLayer.js.map +1 -1
  304. package/LensFlares/lensFlare.d.ts +3 -3
  305. package/LensFlares/lensFlare.js +3 -3
  306. package/LensFlares/lensFlare.js.map +1 -1
  307. package/LensFlares/lensFlareSystem.d.ts +2 -2
  308. package/LensFlares/lensFlareSystem.js +2 -2
  309. package/LensFlares/lensFlareSystem.js.map +1 -1
  310. package/LensFlares/lensFlareSystemSceneComponent.d.ts +1 -1
  311. package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
  312. package/Lights/Shadows/shadowGenerator.d.ts +2 -2
  313. package/Lights/Shadows/shadowGenerator.js +2 -2
  314. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  315. package/Lights/directionalLight.d.ts +2 -2
  316. package/Lights/directionalLight.js +2 -2
  317. package/Lights/directionalLight.js.map +1 -1
  318. package/Lights/hemisphericLight.d.ts +1 -1
  319. package/Lights/hemisphericLight.js +1 -1
  320. package/Lights/hemisphericLight.js.map +1 -1
  321. package/Lights/light.d.ts +1 -1
  322. package/Lights/light.js +1 -1
  323. package/Lights/light.js.map +1 -1
  324. package/Lights/pointLight.d.ts +2 -2
  325. package/Lights/pointLight.js +2 -2
  326. package/Lights/pointLight.js.map +1 -1
  327. package/Lights/spotLight.d.ts +2 -2
  328. package/Lights/spotLight.js +2 -2
  329. package/Lights/spotLight.js.map +1 -1
  330. package/Loading/loadingScreen.d.ts +2 -2
  331. package/Loading/loadingScreen.js +1 -1
  332. package/Loading/loadingScreen.js.map +1 -1
  333. package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +1 -1
  334. package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -1
  335. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/reciprocalBlock.js +6 -2
  337. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  338. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -1
  339. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  340. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  341. package/Materials/PBR/pbrMaterial.d.ts +1 -1
  342. package/Materials/PBR/pbrMaterial.js +1 -1
  343. package/Materials/PBR/pbrMaterial.js.map +1 -1
  344. package/Materials/Textures/Packer/packer.d.ts +1 -1
  345. package/Materials/Textures/Packer/packer.js +1 -1
  346. package/Materials/Textures/Packer/packer.js.map +1 -1
  347. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -2
  348. package/Materials/Textures/Procedurals/customProceduralTexture.js +2 -2
  349. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  350. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +2 -2
  351. package/Materials/Textures/Procedurals/proceduralTexture.js +2 -2
  352. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  353. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +1 -1
  354. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
  355. package/Materials/Textures/cubeTexture.d.ts +2 -2
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@@ -3,7 +3,7 @@ import { Tools } from "../../Misc/tools.js";
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  import { serialize } from "../../Misc/decorators.js";
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  /**
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  * PostProcessRenderPipeline
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- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
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+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline
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  */
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  export class PostProcessRenderPipeline {
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  /**
@@ -1 +1 @@
1
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type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { PostProcessRenderEffect } from \"./postProcessRenderEffect\";\r\nimport type { IInspectable } from \"../../Misc/iInspectable\";\r\n\r\ndeclare type PrePassRenderer = import(\"../../Rendering/prePassRenderer\").PrePassRenderer;\r\n\r\n/**\r\n * PostProcessRenderPipeline\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\nexport class PostProcessRenderPipeline {\r\n protected _renderEffects: { [key: string]: PostProcessRenderEffect };\r\n protected _renderEffectsForIsolatedPass: PostProcessRenderEffect[];\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * @internal\r\n */\r\n protected _cameras: Camera[];\r\n\r\n /** @internal */\r\n @serialize()\r\n public _name: string;\r\n\r\n /**\r\n * Gets pipeline name\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /** Gets the list of attached cameras */\r\n public get cameras() {\r\n return this._cameras;\r\n }\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipeline\r\n * @param _engine engine to add the pipeline to\r\n * @param name name of the pipeline\r\n */\r\n constructor(private _engine: Engine, name: string) {\r\n this._name = name;\r\n\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n\r\n this._cameras = [];\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns \"PostProcessRenderPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"PostProcessRenderPipeline\";\r\n }\r\n\r\n /**\r\n * If all the render effects in the pipeline are supported\r\n */\r\n public get isSupported(): boolean {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n if (!this._renderEffects[renderEffectName].isSupported) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds an effect to the pipeline\r\n * @param renderEffect the effect to add\r\n */\r\n public addEffect(renderEffect: PostProcessRenderEffect): void {\r\n (<any>this._renderEffects)[renderEffect._name] = renderEffect;\r\n }\r\n\r\n // private\r\n\r\n /** @internal */\r\n public _rebuild() {}\r\n\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera): void;\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera[]): void;\r\n /**\r\n * @internal\r\n */\r\n public _enableEffect(renderEffectName: string, cameras: any): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._enable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._disable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _attachCameras(cameras: Camera, unique: boolean): void;\r\n /** @internal */\r\n public _attachCameras(cameras: Camera[], unique: boolean): void;\r\n /**\r\n * @internal\r\n */\r\n public _attachCameras(cameras: any, unique: boolean): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n const indicesToDelete = [];\r\n let i: number;\r\n for (i = 0; i < cams.length; i++) {\r\n const camera = cams[i];\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n if (this._cameras.indexOf(camera) === -1) {\r\n this._cameras.push(camera);\r\n } else if (unique) {\r\n indicesToDelete.push(i);\r\n }\r\n }\r\n\r\n for (i = 0; i < indicesToDelete.length; i++) {\r\n cams.splice(indicesToDelete[i], 1);\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._attachCameras(cams);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _detachCameras(cameras: Camera): void;\r\n /** @internal */\r\n public _detachCameras(cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _detachCameras(cameras: any): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._detachCameras(cams);\r\n }\r\n }\r\n\r\n for (let i = 0; i < cams.length; i++) {\r\n this._cameras.splice(this._cameras.indexOf(cams[i]), 1);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _update(): void {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._update();\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n if (!this._cameras[i]) {\r\n continue;\r\n }\r\n const cameraName = this._cameras[i].name;\r\n if ((<any>this._renderEffectsForIsolatedPass)[cameraName]) {\r\n (<any>this._renderEffectsForIsolatedPass)[cameraName]._update();\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n }\r\n\r\n protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean {\r\n if (!this._engine._features.supportMSAA) {\r\n return false;\r\n }\r\n\r\n // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)\r\n const effectKeys = Object.keys(this._renderEffects);\r\n if (effectKeys.length > 0) {\r\n const postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();\r\n if (postProcesses) {\r\n postProcesses[0].samples = sampleCount;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n // Do Nothing by default\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose() {\r\n // Must be implemented by children\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { PostProcessRenderEffect } from \"./postProcessRenderEffect\";\r\nimport type { IInspectable } from \"../../Misc/iInspectable\";\r\n\r\ndeclare type PrePassRenderer = import(\"../../Rendering/prePassRenderer\").PrePassRenderer;\r\n\r\n/**\r\n * PostProcessRenderPipeline\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline\r\n */\r\nexport class PostProcessRenderPipeline {\r\n protected _renderEffects: { [key: string]: PostProcessRenderEffect };\r\n protected _renderEffectsForIsolatedPass: PostProcessRenderEffect[];\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * @internal\r\n */\r\n protected _cameras: Camera[];\r\n\r\n /** @internal */\r\n @serialize()\r\n public _name: string;\r\n\r\n /**\r\n * Gets pipeline name\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /** Gets the list of attached cameras */\r\n public get cameras() {\r\n return this._cameras;\r\n }\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipeline\r\n * @param _engine engine to add the pipeline to\r\n * @param name name of the pipeline\r\n */\r\n constructor(private _engine: Engine, name: string) {\r\n this._name = name;\r\n\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n\r\n this._cameras = [];\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns \"PostProcessRenderPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"PostProcessRenderPipeline\";\r\n }\r\n\r\n /**\r\n * If all the render effects in the pipeline are supported\r\n */\r\n public get isSupported(): boolean {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n if (!this._renderEffects[renderEffectName].isSupported) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds an effect to the pipeline\r\n * @param renderEffect the effect to add\r\n */\r\n public addEffect(renderEffect: PostProcessRenderEffect): void {\r\n (<any>this._renderEffects)[renderEffect._name] = renderEffect;\r\n }\r\n\r\n // private\r\n\r\n /** @internal */\r\n public _rebuild() {}\r\n\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera): void;\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera[]): void;\r\n /**\r\n * @internal\r\n */\r\n public _enableEffect(renderEffectName: string, cameras: any): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._enable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._disable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _attachCameras(cameras: Camera, unique: boolean): void;\r\n /** @internal */\r\n public _attachCameras(cameras: Camera[], unique: boolean): void;\r\n /**\r\n * @internal\r\n */\r\n public _attachCameras(cameras: any, unique: boolean): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n const indicesToDelete = [];\r\n let i: number;\r\n for (i = 0; i < cams.length; i++) {\r\n const camera = cams[i];\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n if (this._cameras.indexOf(camera) === -1) {\r\n this._cameras.push(camera);\r\n } else if (unique) {\r\n indicesToDelete.push(i);\r\n }\r\n }\r\n\r\n for (i = 0; i < indicesToDelete.length; i++) {\r\n cams.splice(indicesToDelete[i], 1);\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._attachCameras(cams);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _detachCameras(cameras: Camera): void;\r\n /** @internal */\r\n public _detachCameras(cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _detachCameras(cameras: any): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._detachCameras(cams);\r\n }\r\n }\r\n\r\n for (let i = 0; i < cams.length; i++) {\r\n this._cameras.splice(this._cameras.indexOf(cams[i]), 1);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _update(): void {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._update();\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n if (!this._cameras[i]) {\r\n continue;\r\n }\r\n const cameraName = this._cameras[i].name;\r\n if ((<any>this._renderEffectsForIsolatedPass)[cameraName]) {\r\n (<any>this._renderEffectsForIsolatedPass)[cameraName]._update();\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n }\r\n\r\n protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean {\r\n if (!this._engine._features.supportMSAA) {\r\n return false;\r\n }\r\n\r\n // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)\r\n const effectKeys = Object.keys(this._renderEffects);\r\n if (effectKeys.length > 0) {\r\n const postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();\r\n if (postProcesses) {\r\n postProcesses[0].samples = sampleCount;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n // Do Nothing by default\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose() {\r\n // Must be implemented by children\r\n }\r\n}\r\n"]}
@@ -2,13 +2,13 @@ import type { Camera } from "../../Cameras/camera";
2
2
  import type { PostProcessRenderPipeline } from "./postProcessRenderPipeline";
3
3
  /**
4
4
  * PostProcessRenderPipelineManager class
5
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
5
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline
6
6
  */
7
7
  export declare class PostProcessRenderPipelineManager {
8
8
  private _renderPipelines;
9
9
  /**
10
10
  * Initializes a PostProcessRenderPipelineManager
11
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
11
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline
12
12
  */
13
13
  constructor();
14
14
  /**
@@ -1,11 +1,11 @@
1
1
  /**
2
2
  * PostProcessRenderPipelineManager class
3
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
3
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline
4
4
  */
5
5
  export class PostProcessRenderPipelineManager {
6
6
  /**
7
7
  * Initializes a PostProcessRenderPipelineManager
8
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
8
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline
9
9
  */
10
10
  constructor() {
11
11
  this._renderPipelines = {};
@@ -1 +1 @@
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type { Camera } from \"../../Cameras/camera\";\r\nimport type { PostProcessRenderPipeline } from \"./postProcessRenderPipeline\";\r\n/**\r\n * PostProcessRenderPipelineManager class\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\nexport class PostProcessRenderPipelineManager {\r\n private _renderPipelines: { [Key: string]: PostProcessRenderPipeline };\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipelineManager\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\n constructor() {\r\n this._renderPipelines = {};\r\n }\r\n\r\n /**\r\n * Gets the list of supported render pipelines\r\n */\r\n public get supportedPipelines(): PostProcessRenderPipeline[] {\r\n const result = [];\r\n\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n if (pipeline.isSupported) {\r\n result.push(pipeline);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds a pipeline to the manager\r\n * @param renderPipeline The pipeline to add\r\n */\r\n public addPipeline(renderPipeline: PostProcessRenderPipeline): void {\r\n this._renderPipelines[renderPipeline._name] = renderPipeline;\r\n }\r\n\r\n /**\r\n * Attaches a camera to the pipeline\r\n * @param renderPipelineName The name of the pipeline to attach to\r\n * @param cameras the camera to attach\r\n * @param unique if the camera can be attached multiple times to the pipeline\r\n */\r\n public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique: boolean = false): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._attachCameras(cameras, unique);\r\n }\r\n\r\n /**\r\n * Detaches a camera from the pipeline\r\n * @param renderPipelineName The name of the pipeline to detach from\r\n * @param cameras the camera to detach\r\n */\r\n public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._detachCameras(cameras);\r\n }\r\n\r\n /**\r\n * Enables an effect by name on a pipeline\r\n * @param renderPipelineName the name of the pipeline to enable the effect in\r\n * @param renderEffectName the name of the effect to enable\r\n * @param cameras the cameras that the effect should be enabled on\r\n */\r\n public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._enableEffect(renderEffectName, cameras);\r\n }\r\n\r\n /**\r\n * Disables an effect by name on a pipeline\r\n * @param renderPipelineName the name of the pipeline to disable the effect in\r\n * @param renderEffectName the name of the effect to disable\r\n * @param cameras the cameras that the effect should be disabled on\r\n */\r\n public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._disableEffect(renderEffectName, cameras);\r\n }\r\n\r\n /**\r\n * Updates the state of all contained render pipelines and disposes of any non supported pipelines\r\n */\r\n public update(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n if (!pipeline.isSupported) {\r\n pipeline.dispose();\r\n delete this._renderPipelines[renderPipelineName];\r\n } else {\r\n pipeline._update();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n pipeline._rebuild();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the manager and pipelines\r\n */\r\n public dispose(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n pipeline.dispose();\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Camera } from \"../../Cameras/camera\";\r\nimport type { PostProcessRenderPipeline } from \"./postProcessRenderPipeline\";\r\n/**\r\n * PostProcessRenderPipelineManager class\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline\r\n */\r\nexport class PostProcessRenderPipelineManager {\r\n private _renderPipelines: { [Key: string]: PostProcessRenderPipeline };\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipelineManager\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline\r\n */\r\n constructor() {\r\n this._renderPipelines = {};\r\n }\r\n\r\n /**\r\n * Gets the list of supported render pipelines\r\n */\r\n public get supportedPipelines(): PostProcessRenderPipeline[] {\r\n const result = [];\r\n\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n if (pipeline.isSupported) {\r\n result.push(pipeline);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds a pipeline to the manager\r\n * @param renderPipeline The pipeline to add\r\n */\r\n public addPipeline(renderPipeline: PostProcessRenderPipeline): void {\r\n this._renderPipelines[renderPipeline._name] = renderPipeline;\r\n }\r\n\r\n /**\r\n * Attaches a camera to the pipeline\r\n * @param renderPipelineName The name of the pipeline to attach to\r\n * @param cameras the camera to attach\r\n * @param unique if the camera can be attached multiple times to the pipeline\r\n */\r\n public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique: boolean = false): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._attachCameras(cameras, unique);\r\n }\r\n\r\n /**\r\n * Detaches a camera from the pipeline\r\n * @param renderPipelineName The name of the pipeline to detach from\r\n * @param cameras the camera to detach\r\n */\r\n public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._detachCameras(cameras);\r\n }\r\n\r\n /**\r\n * Enables an effect by name on a pipeline\r\n * @param renderPipelineName the name of the pipeline to enable the effect in\r\n * @param renderEffectName the name of the effect to enable\r\n * @param cameras the cameras that the effect should be enabled on\r\n */\r\n public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._enableEffect(renderEffectName, cameras);\r\n }\r\n\r\n /**\r\n * Disables an effect by name on a pipeline\r\n * @param renderPipelineName the name of the pipeline to disable the effect in\r\n * @param renderEffectName the name of the effect to disable\r\n * @param cameras the cameras that the effect should be disabled on\r\n */\r\n public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._disableEffect(renderEffectName, cameras);\r\n }\r\n\r\n /**\r\n * Updates the state of all contained render pipelines and disposes of any non supported pipelines\r\n */\r\n public update(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n if (!pipeline.isSupported) {\r\n pipeline.dispose();\r\n delete this._renderPipelines[renderPipelineName];\r\n } else {\r\n pipeline._update();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n pipeline._rebuild();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the manager and pipelines\r\n */\r\n public dispose(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n pipeline.dispose();\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -7,8 +7,8 @@ declare module "../../scene" {
7
7
  _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
8
8
  /**
9
9
  * Gets the postprocess render pipeline manager
10
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
11
- * @see https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
10
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline
11
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/defaultRenderingPipeline
12
12
  */
13
13
  readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
14
14
  }
@@ -1 +1 @@
1
- {"version":3,"file":"postProcessRenderPipelineManagerSceneComponent.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,uBAAuB,EAAE,MAAM,sBAAsB,CAAC;AAC/D,OAAO,EAAE,gCAAgC,EAAE,MAAM,oCAAoC,CAAC;AACtF,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAgBpC,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,kCAAkC,EAAE;IACvE,GAAG,EAAE;QACD,IAAI,CAAC,IAAI,CAAC,iCAAiC,EAAE;YACzC,gDAAgD;YAChD,IAAI,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,uBAAuB,CAAC,qCAAqC,CAAmD,CAAC;YACpJ,IAAI,CAAC,SAAS,EAAE;gBACZ,SAAS,GAAG,IAAI,8CAA8C,CAAC,IAAI,CAAC,CAAC;gBACrE,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;aACjC;YACD,IAAI,CAAC,iCAAiC,GAAG,IAAI,gCAAgC,EAAE,CAAC;SACnF;QAED,OAAO,IAAI,CAAC,iCAAiC,CAAC;IAClD,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH;;GAEG;AACH,MAAM,OAAO,8CAA8C;IAWvD;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,qCAAqC,CAAC;QAYjF,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,yDAAyD,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IAC1K,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,QAAQ,EAAE,CAAC;SAC3D;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,OAAO,EAAE,CAAC;SAC1D;IACL,CAAC;IAEO,oBAAoB;QACxB,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,MAAM,EAAE,CAAC;SACzD;IACL,CAAC;CACJ","sourcesContent":["import type { ISceneComponent } from \"../../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../../sceneComponent\";\r\nimport { PostProcessRenderPipelineManager } from \"./postProcessRenderPipelineManager\";\r\nimport { Scene } from \"../../scene\";\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;\r\n\r\n /**\r\n * Gets the postprocess render pipeline manager\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n * @see https://doc.babylonjs.com/how_to/using_default_rendering_pipeline\r\n */\r\n readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"postProcessRenderPipelineManager\", {\r\n get: function (this: Scene) {\r\n if (!this._postProcessRenderPipelineManager) {\r\n // Register the G Buffer component to the scene.\r\n let component = this._getComponent(SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER) as PostProcessRenderPipelineManagerSceneComponent;\r\n if (!component) {\r\n component = new PostProcessRenderPipelineManagerSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n this._postProcessRenderPipelineManager = new PostProcessRenderPipelineManager();\r\n }\r\n\r\n return this._postProcessRenderPipelineManager;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Defines the Render Pipeline scene component responsible to rendering pipelines\r\n */\r\nexport class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager.dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager.update();\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"postProcessRenderPipelineManagerSceneComponent.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,uBAAuB,EAAE,MAAM,sBAAsB,CAAC;AAC/D,OAAO,EAAE,gCAAgC,EAAE,MAAM,oCAAoC,CAAC;AACtF,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAgBpC,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,kCAAkC,EAAE;IACvE,GAAG,EAAE;QACD,IAAI,CAAC,IAAI,CAAC,iCAAiC,EAAE;YACzC,gDAAgD;YAChD,IAAI,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,uBAAuB,CAAC,qCAAqC,CAAmD,CAAC;YACpJ,IAAI,CAAC,SAAS,EAAE;gBACZ,SAAS,GAAG,IAAI,8CAA8C,CAAC,IAAI,CAAC,CAAC;gBACrE,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;aACjC;YACD,IAAI,CAAC,iCAAiC,GAAG,IAAI,gCAAgC,EAAE,CAAC;SACnF;QAED,OAAO,IAAI,CAAC,iCAAiC,CAAC;IAClD,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH;;GAEG;AACH,MAAM,OAAO,8CAA8C;IAWvD;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,qCAAqC,CAAC;QAYjF,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,yDAAyD,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IAC1K,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,QAAQ,EAAE,CAAC;SAC3D;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,OAAO,EAAE,CAAC;SAC1D;IACL,CAAC;IAEO,oBAAoB;QACxB,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,MAAM,EAAE,CAAC;SACzD;IACL,CAAC;CACJ","sourcesContent":["import type { ISceneComponent } from \"../../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../../sceneComponent\";\r\nimport { PostProcessRenderPipelineManager } from \"./postProcessRenderPipelineManager\";\r\nimport { Scene } from \"../../scene\";\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;\r\n\r\n /**\r\n * Gets the postprocess render pipeline manager\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/defaultRenderingPipeline\r\n */\r\n readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"postProcessRenderPipelineManager\", {\r\n get: function (this: Scene) {\r\n if (!this._postProcessRenderPipelineManager) {\r\n // Register the G Buffer component to the scene.\r\n let component = this._getComponent(SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER) as PostProcessRenderPipelineManagerSceneComponent;\r\n if (!component) {\r\n component = new PostProcessRenderPipelineManagerSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n this._postProcessRenderPipelineManager = new PostProcessRenderPipelineManager();\r\n }\r\n\r\n return this._postProcessRenderPipelineManager;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Defines the Render Pipeline scene component responsible to rendering pipelines\r\n */\r\nexport class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager.dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager.update();\r\n }\r\n }\r\n}\r\n"]}
@@ -20,7 +20,7 @@ export declare class BlackAndWhitePostProcess extends PostProcess {
20
20
  getClassName(): string;
21
21
  /**
22
22
  * Creates a black and white post process
23
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
23
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#black-and-white
24
24
  * @param name The name of the effect.
25
25
  * @param options The required width/height ratio to downsize to before computing the render pass.
26
26
  * @param camera The camera to apply the render pass to.
@@ -9,7 +9,7 @@ import { serialize, SerializationHelper } from "../Misc/decorators.js";
9
9
  export class BlackAndWhitePostProcess extends PostProcess {
10
10
  /**
11
11
  * Creates a black and white post process
12
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
12
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#black-and-white
13
13
  * @param name The name of the effect.
14
14
  * @param options The required width/height ratio to downsize to before computing the render pass.
15
15
  * @param camera The camera to apply the render pass to.
@@ -1 +1 @@
1
- {"version":3,"file":"blackAndWhitePostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/blackAndWhitePostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;GAEG;AACH,MAAM,OAAO,wBAAyB,SAAQ,WAAW;IAerD;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QAChJ,KAAK,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC,QAAQ,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAzBpG;;WAEG;QAEI,WAAM,GAAG,CAAC,CAAC;QAuBd,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3C,CAAC,CAAC,CAAC;IACP,CAAC;IAxBD;;;OAGG;IACI,YAAY;QACf,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAoBD;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,wBAAwB,CAC/B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAhDG;IADC,SAAS,EAAE;wDACM;AAkDtB,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/blackAndWhite.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class BlackAndWhitePostProcess extends PostProcess {\r\n /**\r\n * Linear about to convert he result to black and white (default: 1)\r\n */\r\n @serialize()\r\n public degree = 1;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlackAndWhitePostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlackAndWhitePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a black and white post process\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"blackAndWhite\", [\"degree\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"degree\", this.degree);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlackAndWhitePostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlackAndWhitePostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlackAndWhitePostProcess\", BlackAndWhitePostProcess);\r\n"]}
1
+ {"version":3,"file":"blackAndWhitePostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/blackAndWhitePostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;GAEG;AACH,MAAM,OAAO,wBAAyB,SAAQ,WAAW;IAerD;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QAChJ,KAAK,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC,QAAQ,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAzBpG;;WAEG;QAEI,WAAM,GAAG,CAAC,CAAC;QAuBd,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3C,CAAC,CAAC,CAAC;IACP,CAAC;IAxBD;;;OAGG;IACI,YAAY;QACf,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAoBD;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,wBAAwB,CAC/B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAhDG;IADC,SAAS,EAAE;wDACM;AAkDtB,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/blackAndWhite.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class BlackAndWhitePostProcess extends PostProcess {\r\n /**\r\n * Linear about to convert he result to black and white (default: 1)\r\n */\r\n @serialize()\r\n public degree = 1;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlackAndWhitePostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlackAndWhitePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a black and white post process\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#black-and-white\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"blackAndWhite\", [\"degree\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"degree\", this.degree);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlackAndWhitePostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlackAndWhitePostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlackAndWhitePostProcess\", BlackAndWhitePostProcess);\r\n"]}
@@ -8,7 +8,7 @@ import "../Shaders/fxaa.vertex";
8
8
  declare type Scene = import("../scene").Scene;
9
9
  /**
10
10
  * Fxaa post process
11
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
11
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#fxaa
12
12
  */
13
13
  export declare class FxaaPostProcess extends PostProcess {
14
14
  /**
@@ -7,7 +7,7 @@ import { RegisterClass } from "../Misc/typeStore.js";
7
7
  import { SerializationHelper } from "../Misc/decorators.js";
8
8
  /**
9
9
  * Fxaa post process
10
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
10
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#fxaa
11
11
  */
12
12
  export class FxaaPostProcess extends PostProcess {
13
13
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"fxaaPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/fxaaPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,0BAA0B,CAAC;AAClC,OAAO,wBAAwB,CAAC;AAChC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAGzD;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,WAAW;IAC5C;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED,YACI,IAAY,EACZ,OAAoC,EACpC,SAA2B,IAAI,EAC/B,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB;QAExD,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,WAAW,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,IAAI,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,MAAM,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;QAEvK,MAAM,OAAO,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QACnC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;QAE3B,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;YACjC,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;QAC5D,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,WAAW;QACf,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;QAClC,IAAI,MAAM,IAAI,MAAM,CAAC,QAAQ,IAAI,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,EAAE;YACjF,OAAO,kBAAkB,CAAC;SAC7B;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,eAAe,CACtB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,yBAAyB,EAAE,eAAe,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/fxaa.fragment\";\r\nimport \"../Shaders/fxaa.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n/**\r\n * Fxaa post process\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa\r\n */\r\nexport class FxaaPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"FxaaPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"FxaaPostProcess\";\r\n }\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ) {\r\n super(name, \"fxaa\", [\"texelSize\"], null, options, camera, samplingMode || Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, \"fxaa\", undefined, true);\r\n\r\n const defines = this._getDefines();\r\n this.updateEffect(defines);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n const texelSize = this.texelSize;\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n });\r\n }\r\n\r\n private _getDefines(): Nullable<string> {\r\n const engine = this.getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const glInfo = engine.getGlInfo();\r\n if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf(\"mali\") > -1) {\r\n return \"#define MALI 1\\n\";\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new FxaaPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FxaaPostProcess\", FxaaPostProcess);\r\n"]}
1
+ {"version":3,"file":"fxaaPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/fxaaPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,0BAA0B,CAAC;AAClC,OAAO,wBAAwB,CAAC;AAChC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAGzD;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,WAAW;IAC5C;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED,YACI,IAAY,EACZ,OAAoC,EACpC,SAA2B,IAAI,EAC/B,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB;QAExD,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,WAAW,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,IAAI,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,MAAM,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;QAEvK,MAAM,OAAO,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QACnC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;QAE3B,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;YACjC,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;QAC5D,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,WAAW;QACf,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;QAClC,IAAI,MAAM,IAAI,MAAM,CAAC,QAAQ,IAAI,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,EAAE;YACjF,OAAO,kBAAkB,CAAC;SAC7B;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,eAAe,CACtB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,yBAAyB,EAAE,eAAe,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/fxaa.fragment\";\r\nimport \"../Shaders/fxaa.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n/**\r\n * Fxaa post process\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#fxaa\r\n */\r\nexport class FxaaPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"FxaaPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"FxaaPostProcess\";\r\n }\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ) {\r\n super(name, \"fxaa\", [\"texelSize\"], null, options, camera, samplingMode || Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, \"fxaa\", undefined, true);\r\n\r\n const defines = this._getDefines();\r\n this.updateEffect(defines);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n const texelSize = this.texelSize;\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n });\r\n }\r\n\r\n private _getDefines(): Nullable<string> {\r\n const engine = this.getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const glInfo = engine.getGlInfo();\r\n if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf(\"mali\") > -1) {\r\n return \"#define MALI 1\\n\";\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new FxaaPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FxaaPostProcess\", FxaaPostProcess);\r\n"]}
@@ -6,7 +6,7 @@ import type { Engine } from "../Engines/engine";
6
6
  import "../Shaders/highlights.fragment";
7
7
  /**
8
8
  * Extracts highlights from the image
9
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
9
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses
10
10
  */
11
11
  export declare class HighlightsPostProcess extends PostProcess {
12
12
  /**
@@ -16,7 +16,7 @@ export declare class HighlightsPostProcess extends PostProcess {
16
16
  getClassName(): string;
17
17
  /**
18
18
  * Extracts highlights from the image
19
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
19
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses
20
20
  * @param name The name of the effect.
21
21
  * @param options The required width/height ratio to downsize to before computing the render pass.
22
22
  * @param camera The camera to apply the render pass to.
@@ -3,7 +3,7 @@ import { PostProcess } from "./postProcess.js";
3
3
  import "../Shaders/highlights.fragment.js";
4
4
  /**
5
5
  * Extracts highlights from the image
6
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
6
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses
7
7
  */
8
8
  export class HighlightsPostProcess extends PostProcess {
9
9
  /**
@@ -15,7 +15,7 @@ export class HighlightsPostProcess extends PostProcess {
15
15
  }
16
16
  /**
17
17
  * Extracts highlights from the image
18
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
18
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses
19
19
  * @param name The name of the effect.
20
20
  * @param options The required width/height ratio to downsize to before computing the render pass.
21
21
  * @param camera The camera to apply the render pass to.
@@ -1 +1 @@
1
- {"version":3,"file":"highlightsPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/highlightsPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,gCAAgC,CAAC;AAExC;;;GAGG;AACH,MAAM,OAAO,qBAAsB,SAAQ,WAAW;IAClD;;;OAGG;IACI,YAAY;QACf,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACZ,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB;QAExD,KAAK,CAAC,IAAI,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,CAAC,CAAC;IAC9G,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/highlights.fragment\";\r\n\r\n/**\r\n * Extracts highlights from the image\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nexport class HighlightsPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"HighlightsPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"HighlightsPostProcess\";\r\n }\r\n\r\n /**\r\n * Extracts highlights from the image\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ) {\r\n super(name, \"highlights\", null, null, options, camera, samplingMode, engine, reusable, null, textureType);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"highlightsPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/highlightsPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,gCAAgC,CAAC;AAExC;;;GAGG;AACH,MAAM,OAAO,qBAAsB,SAAQ,WAAW;IAClD;;;OAGG;IACI,YAAY;QACf,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACZ,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB;QAExD,KAAK,CAAC,IAAI,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,CAAC,CAAC;IAC9G,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/highlights.fragment\";\r\n\r\n/**\r\n * Extracts highlights from the image\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses\r\n */\r\nexport class HighlightsPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"HighlightsPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"HighlightsPostProcess\";\r\n }\r\n\r\n /**\r\n * Extracts highlights from the image\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ) {\r\n super(name, \"highlights\", null, null, options, camera, samplingMode, engine, reusable, null, textureType);\r\n }\r\n}\r\n"]}
@@ -11,7 +11,7 @@ import "../Shaders/imageProcessing.fragment";
11
11
  import "../Shaders/postprocess.vertex";
12
12
  /**
13
13
  * ImageProcessingPostProcess
14
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
14
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#imageprocessing
15
15
  */
16
16
  export declare class ImageProcessingPostProcess extends PostProcess {
17
17
  /**
@@ -8,7 +8,7 @@ import "../Shaders/imageProcessing.fragment.js";
8
8
  import "../Shaders/postprocess.vertex.js";
9
9
  /**
10
10
  * ImageProcessingPostProcess
11
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
11
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#imageprocessing
12
12
  */
13
13
  export class ImageProcessingPostProcess extends PostProcess {
14
14
  constructor(name, options, camera = null, samplingMode, engine, reusable, textureType = 0, imageProcessingConfiguration) {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { ColorCurves } from \"../Materials/colorCurves\";\r\nimport type { IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * ImageProcessingPostProcess\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing\r\n */\r\nexport class ImageProcessingPostProcess extends PostProcess {\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n * @param doNotBuild\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n let scene = null;\r\n const engine = this.getEngine();\r\n const camera = this.getCamera();\r\n\r\n if (camera) {\r\n scene = camera.getScene();\r\n } else if (engine && engine.scenes) {\r\n const scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n } else {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n } else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n } else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n const effect = this.getEffect();\r\n return !effect || effect.isSupported;\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable<ColorCurves> {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable<ColorCurves>) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n /**\r\n * Sets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n /**\r\n * Sets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n public get vignetteCenterY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n public set vignetteCenterY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n public get vignetteCenterX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n public set vignetteCenterX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets intensity of the dithering effect.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this.imageProcessingConfiguration.ditheringIntensity;\r\n }\r\n /**\r\n * Sets intensity of the dithering effect.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n this.imageProcessingConfiguration.ditheringIntensity = value;\r\n }\r\n\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this.imageProcessingConfiguration.ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.ditheringEnabled = value;\r\n }\r\n\r\n @serialize()\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: false,\r\n TONEMAPPING_ACES: false,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n DITHER: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n SKIPFINALCOLORCLAMP: false,\r\n };\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n imageProcessingConfiguration?: ImageProcessingConfiguration\r\n ) {\r\n super(name, \"imageProcessing\", [], [], options, camera, samplingMode, engine, reusable, null, textureType, \"postprocess\", null, true);\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this._updateParameters();\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n\r\n this.onApply = (effect: Effect) => {\r\n this.imageProcessingConfiguration.bind(effect, this.aspectRatio);\r\n };\r\n }\r\n /**\r\n * \"ImageProcessingPostProcess\"\r\n * @returns \"ImageProcessingPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingPostProcess\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n let defines = \"\";\r\n for (const define in this._defines) {\r\n if ((<any>this._defines)[define]) {\r\n defines += `#define ${define};\\r\\n`;\r\n }\r\n }\r\n\r\n const samplers = [\"textureSampler\"];\r\n const uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public dispose(camera?: Camera): void {\r\n super.dispose(camera);\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { ColorCurves } from \"../Materials/colorCurves\";\r\nimport type { IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * ImageProcessingPostProcess\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#imageprocessing\r\n */\r\nexport class ImageProcessingPostProcess extends PostProcess {\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n * @param doNotBuild\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n let scene = null;\r\n const engine = this.getEngine();\r\n const camera = this.getCamera();\r\n\r\n if (camera) {\r\n scene = camera.getScene();\r\n } else if (engine && engine.scenes) {\r\n const scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n } else {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n } else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n } else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n const effect = this.getEffect();\r\n return !effect || effect.isSupported;\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable<ColorCurves> {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable<ColorCurves>) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n /**\r\n * Sets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n /**\r\n * Sets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n public get vignetteCenterY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n public set vignetteCenterY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n public get vignetteCenterX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n public set vignetteCenterX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets intensity of the dithering effect.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this.imageProcessingConfiguration.ditheringIntensity;\r\n }\r\n /**\r\n * Sets intensity of the dithering effect.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n this.imageProcessingConfiguration.ditheringIntensity = value;\r\n }\r\n\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this.imageProcessingConfiguration.ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.ditheringEnabled = value;\r\n }\r\n\r\n @serialize()\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: false,\r\n TONEMAPPING_ACES: false,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n DITHER: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n SKIPFINALCOLORCLAMP: false,\r\n };\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n imageProcessingConfiguration?: ImageProcessingConfiguration\r\n ) {\r\n super(name, \"imageProcessing\", [], [], options, camera, samplingMode, engine, reusable, null, textureType, \"postprocess\", null, true);\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this._updateParameters();\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n\r\n this.onApply = (effect: Effect) => {\r\n this.imageProcessingConfiguration.bind(effect, this.aspectRatio);\r\n };\r\n }\r\n /**\r\n * \"ImageProcessingPostProcess\"\r\n * @returns \"ImageProcessingPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingPostProcess\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n let defines = \"\";\r\n for (const define in this._defines) {\r\n if ((<any>this._defines)[define]) {\r\n defines += `#define ${define};\\r\\n`;\r\n }\r\n }\r\n\r\n const samplers = [\"textureSampler\"];\r\n const uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public dispose(camera?: Camera): void {\r\n super.dispose(camera);\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n"]}
@@ -25,7 +25,7 @@ export declare type PostProcessOptions = {
25
25
  };
26
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  /**
27
27
  * PostProcess can be used to apply a shader to a texture after it has been rendered
28
- * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
28
+ * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses
29
29
  */
30
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  export declare class PostProcess {
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  /** @internal */
@@ -90,7 +90,7 @@ export declare class PostProcess {
90
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  forceFullscreenViewport: boolean;
91
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  /**
92
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  * List of inspectable custom properties (used by the Inspector)
93
- * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
93
+ * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility
94
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  */
95
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  inspectableCustomProperties: IInspectable[];
96
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  /**
@@ -11,7 +11,7 @@ import { GetClass, RegisterClass } from "../Misc/typeStore.js";
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11
  import { DrawWrapper } from "../Materials/drawWrapper.js";
12
12
  /**
13
13
  * PostProcess can be used to apply a shader to a texture after it has been rendered
14
- * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
14
+ * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses
15
15
  */
16
16
  export class PostProcess {
17
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  /**