@babylonjs/core 5.50.1 → 5.52.0
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.
- package/Animations/animatable.d.ts +5 -3
- package/Animations/animatable.js +10 -7
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.js +3 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +1 -0
- package/Animations/runtimeAnimation.js +1 -0
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +8 -0
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +28 -2
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/freeCamera.d.ts +10 -0
- package/Cameras/freeCamera.js +32 -0
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/targetCamera.js +4 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +3 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +6 -3
- package/Inputs/scene.inputManager.js +67 -12
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +37 -2
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialDecorator.d.ts +1 -1
- package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js +1 -0
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +7 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +4 -1
- package/Meshes/mesh.vertexData.js +21 -17
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/decorators.d.ts +8 -0
- package/Misc/decorators.js +22 -12
- package/Misc/decorators.js.map +1 -1
- package/Misc/environmentTextureTools.js +7 -0
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/khronosTextureContainer.js +4 -0
- package/Misc/khronosTextureContainer.js.map +1 -1
- package/Misc/observable.js +3 -0
- package/Misc/observable.js.map +1 -1
- package/Misc/sceneRecorder.js +3 -0
- package/Misc/sceneRecorder.js.map +1 -1
- package/Misc/virtualJoystick.js +2 -2
- package/Misc/virtualJoystick.js.map +1 -1
- package/Morph/morphTargetManager.js +7 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/gpuParticleSystem.js +18 -14
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +126 -19
- package/Physics/v2/IPhysicsEnginePlugin.js +6 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/physicsAggregate.d.ts +7 -1
- package/Physics/v2/physicsAggregate.js +21 -7
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +24 -15
- package/Physics/v2/physicsBody.js +46 -20
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsEngineComponent.d.ts +10 -0
- package/Physics/v2/physicsEngineComponent.js +27 -0
- package/Physics/v2/physicsEngineComponent.js.map +1 -1
- package/Physics/v2/physicsMaterial.d.ts +52 -46
- package/Physics/v2/physicsMaterial.js +23 -80
- package/Physics/v2/physicsMaterial.js.map +1 -1
- package/Physics/v2/physicsShape.d.ts +27 -2
- package/Physics/v2/physicsShape.js +52 -1
- package/Physics/v2/physicsShape.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +59 -13
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +131 -56
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +65 -13
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +218 -80
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/Rendering/depthRenderer.js +1 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.d.ts +2 -1
- package/Rendering/depthRendererSceneComponent.js +2 -2
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +8 -2
- package/Rendering/geometryBufferRenderer.js +32 -10
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +18 -2
- package/Rendering/prePassRenderer.js +72 -26
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -3
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/geometry.fragment.js +2 -2
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js +20 -10
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js +1 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +9 -2
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/Shaders/sprites.fragment.js +6 -1
- package/Shaders/sprites.fragment.js.map +1 -1
- package/Shaders/ssao2.fragment.js +0 -2
- package/Shaders/ssao2.fragment.js.map +1 -1
- package/Sprites/spriteManager.d.ts +7 -0
- package/Sprites/spriteManager.js +27 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +8 -0
- package/Sprites/spriteRenderer.js +42 -19
- package/Sprites/spriteRenderer.js.map +1 -1
- package/assetContainer.js +5 -1
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
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@@ -65,7 +65,8 @@ export declare class SSRRenderingPipeline extends PostProcessRenderPipeline {
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*/
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reflectionSpecularFalloffExponent: number;
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/**
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* Maximum number of steps during the ray marching process after which we consider an intersection could not be found (default: 1000)
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* Maximum number of steps during the ray marching process after which we consider an intersection could not be found (default: 1000).
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* Should be an integer value.
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*/
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maxSteps: number;
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/**
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@@ -79,23 +80,39 @@ export declare class SSRRenderingPipeline extends PostProcessRenderPipeline {
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* 1 should normally be a good value, depending on the scene you may need to use a higher value (2 or 3)
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*/
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selfCollisionNumSkip: number;
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/**
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* Gets or sets the minimum value for one of the reflectivity component of the material to consider it for SSR (default: 0.04).
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* If all r/g/b components of the reflectivity is below or equal this value, the pixel will not be considered reflective and SSR won't be applied.
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*/
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reflectivityThreshold: number;
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private _ssrDownsample;
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/**
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* Gets or sets the downsample factor used to reduce the size of the texture used to compute the SSR contribution (default: 0).
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* Use 0 to render the SSR contribution at full resolution, 1 to render at half resolution, 2 to render at 1/3 resolution, etc.
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* Note that it is used only when blurring is enabled (blurDispersionStrength \> 0), because in that mode the SSR contribution is generated in a separate texture.
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*/
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get ssrDownsample(): number;
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set ssrDownsample(downsample: number);
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private _blurDispersionStrength;
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/**
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* Gets or sets the blur dispersion strength. Set this value to 0 to disable blurring (default: 0.05)
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* The reflections are blurred based on the distance between the pixel shaded and the reflected pixel: the higher the distance the more blurry the reflection is.
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* The reflections are blurred based on the roughness of the surface and the distance between the pixel shaded and the reflected pixel: the higher the distance the more blurry the reflection is.
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* blurDispersionStrength allows to increase or decrease this effect.
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*/
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get blurDispersionStrength(): number;
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set blurDispersionStrength(strength: number);
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private _useBlur;
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private _blurDownsample;
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/**
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*
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*
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* Gets or sets the downsample factor used to reduce the size of the textures used to blur the reflection effect (default: 0).
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* Use 0 to blur at full resolution, 1 to render at half resolution, 2 to render at 1/3 resolution, etc.
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*/
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get blurDownsample(): number;
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set blurDownsample(downsample: number);
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private _enableSmoothReflections;
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/**
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* Gets or sets whether or not smoothing reflections is enabled
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* Enabling smoothing will require more GPU power
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* Gets or sets whether or not smoothing reflections is enabled (default: false)
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* Enabling smoothing will require more GPU power.
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* Note that this setting has no effect if step = 1: it's only used if step \> 1.
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*/
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get enableSmoothReflections(): boolean;
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*/
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get attenuateIntersectionDistance(): boolean;
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set attenuateIntersectionDistance(attenuate: boolean);
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private _attenuateIntersectionIterations;
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/**
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* Gets or sets a boolean indicating if the reflections should be attenuated according to the number of iterations performed to find the intersection (default: true).
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*/
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get attenuateIntersectionIterations(): boolean;
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set attenuateIntersectionIterations(attenuate: boolean);
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private _attenuateFacingCamera;
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/**
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* Gets or sets a boolean indicating if the reflections should be attenuated when the reflection ray is facing the camera (the view direction) (default: false).
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* Gets the depth renderer used to render the back faces of the scene to a depth texture.
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*/
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get backfaceDepthRenderer(): Nullable<DepthRenderer>;
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private
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private _backfaceDepthTextureDownsample;
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/**
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* Gets or sets the downsample factor (default: 0) used to create the backface depth texture - used only if enableAutomaticThicknessComputation = true.
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* Use 0 to render the depth at full resolution, 1 to render at half resolution, 2 to render at 1/4 resolution, etc.
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* Note that you will get rendering artefacts when using a value different from 0: it's a tradeoff between image quality and performances.
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*/
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get backfaceDepthTextureDownsample(): number;
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set backfaceDepthTextureDownsample(factor: number);
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private _backfaceForceDepthWriteTransparentMeshes;
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/**
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* Gets or sets the
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* This factor is used as a divisor of the full screen size (so, 2 means that the backface depth texture will be created at half the screen size, meaning better performances).
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* Note that you will get rendering artefacts when using a value different from 1: it's a tradeoff between image quality and performances.
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* Gets or sets a boolean (default: true) indicating if the depth of transparent meshes should be written to the backface depth texture (when automatic thickness computation is enabled).
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*/
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get
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set
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get backfaceForceDepthWriteTransparentMeshes(): boolean;
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set backfaceForceDepthWriteTransparentMeshes(force: boolean);
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private _isEnabled;
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/**
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* Gets or sets a boolean indicating if the effect is enabled (default: true).
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*/
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get isEnabled(): boolean;
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set isEnabled(value: boolean);
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private _inputTextureColorIsInGammaSpace;
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/**
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* Gets or sets a boolean defining if the input color texture is in gamma space (default: true)
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* The SSR effect works in linear space, so if the input texture is in gamma space, we must convert the texture to linear space before applying the effect
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*/
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get inputTextureColorIsInGammaSpace(): boolean;
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set inputTextureColorIsInGammaSpace(gammaSpace: boolean);
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private _generateOutputInGammaSpace;
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/**
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* Gets or sets a boolean defining if the output color texture generated by the SSR pipeline should be in gamma space (default: true)
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* If you have a post-process that comes after the SSR and that post-process needs the input to be in a linear space, you must disable generateOutputInGammaSpace
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*/
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get generateOutputInGammaSpace(): boolean;
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set generateOutputInGammaSpace(gammaSpace: boolean);
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private _debug;
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/**
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* Gets or sets a boolean indicating if the effect should be rendered in debug mode (default: false).
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get debug(): boolean;
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set debug(value: boolean);
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/**
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* Gets the scene the effect belongs to.
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* @returns the scene the effect belongs to.
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*/
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getScene(): Scene;
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private _forceGeometryBuffer;
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private get _geometryBufferRenderer();
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private get _prePassRenderer();
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* Gets active scene
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*/
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get scene(): Scene;
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/**
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* Returns true if SSR is supported by the running hardware
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*/
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get isSupported(): boolean;
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/**
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* Constructor of the SSR rendering pipeline
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* @param name The rendering pipeline name
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