@babylonjs/post-processes 5.0.0-alpha.5 → 5.0.0-alpha.53

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.
@@ -1,9 +1,9 @@
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  import { __decorate, __extends } from "tslib";
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- import { serialize, SerializationHelper } from "@babylonjs/core/Misc/decorators";
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- import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture";
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- import { Texture } from "@babylonjs/core/Materials/Textures/texture";
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- import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess";
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- import "./asciiart.fragment";
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+ import { serialize, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
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+ import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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+ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
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+ import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess.js";
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+ import "./asciiart.fragment.js";
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  /**
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  * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
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  *
@@ -1,7 +1,7 @@
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- import { Effect } from "@babylonjs/core/Materials/effect";
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+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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  var name = 'asciiartPixelShader';
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  var shader = "\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D asciiArtFont;\n\nuniform vec4 asciiArtFontInfos;\nuniform vec4 asciiArtOptions;\n\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);\n}\n\nvoid main(void)\n{\nfloat caracterSize=asciiArtFontInfos.x;\nfloat numChar=asciiArtFontInfos.y-1.0;\nfloat fontx=asciiArtFontInfos.z;\nfloat fonty=asciiArtFontInfos.w;\nfloat screenx=asciiArtOptions.x;\nfloat screeny=asciiArtOptions.y;\nfloat tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;\nfloat tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;\nvec2 tileUV=vec2(tileX,tileY);\nvec4 tileColor=texture2D(textureSampler,tileUV);\nvec4 baseColor=texture2D(textureSampler,vUV);\nfloat tileLuminance=getLuminance(tileColor.rgb);\nfloat offsetx=(float(floor(tileLuminance*numChar)))*caracterSize/fontx;\nfloat offsety=0.0;\nfloat x=float(mod(gl_FragCoord.x,caracterSize))/fontx;\nfloat y=float(mod(gl_FragCoord.y,caracterSize))/fonty;\nvec4 finalColor=texture2D(asciiArtFont,vec2(offsetx+x,offsety+(caracterSize/fonty-y)));\nfinalColor.rgb*=tileColor.rgb;\nfinalColor.a=1.0;\nfinalColor=mix(finalColor,tileColor,asciiArtOptions.w);\nfinalColor=mix(finalColor,baseColor,asciiArtOptions.z);\ngl_FragColor=finalColor;\n}";
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- Effect.ShadersStore[name] = shader;
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+ ShaderStore.ShadersStore[name] = shader;
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  /** @hidden */
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  export var asciiartPixelShader = { name: name, shader: shader };
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  //# sourceMappingURL=asciiart.fragment.js.map
@@ -1 +1 @@
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- {"version":3,"file":"asciiart.fragment.js","sourceRoot":"","sources":["../../../sourceES6/postProcessesLibrary/src/asciiArt/asciiart.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAE1D,IAAI,IAAI,GAAG,qBAAqB,CAAC;AACjC,IAAI,MAAM,GAAG,uyCAqCX,CAAC;AAEH,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,mBAAmB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { Effect } from \"@babylonjs/core/Materials/effect\";\n\nlet name = 'asciiartPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D asciiArtFont;\n\nuniform vec4 asciiArtFontInfos;\nuniform vec4 asciiArtOptions;\n\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);\n}\n\nvoid main(void)\n{\nfloat caracterSize=asciiArtFontInfos.x;\nfloat numChar=asciiArtFontInfos.y-1.0;\nfloat fontx=asciiArtFontInfos.z;\nfloat fonty=asciiArtFontInfos.w;\nfloat screenx=asciiArtOptions.x;\nfloat screeny=asciiArtOptions.y;\nfloat tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;\nfloat tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;\nvec2 tileUV=vec2(tileX,tileY);\nvec4 tileColor=texture2D(textureSampler,tileUV);\nvec4 baseColor=texture2D(textureSampler,vUV);\nfloat tileLuminance=getLuminance(tileColor.rgb);\nfloat offsetx=(float(floor(tileLuminance*numChar)))*caracterSize/fontx;\nfloat offsety=0.0;\nfloat x=float(mod(gl_FragCoord.x,caracterSize))/fontx;\nfloat y=float(mod(gl_FragCoord.y,caracterSize))/fonty;\nvec4 finalColor=texture2D(asciiArtFont,vec2(offsetx+x,offsety+(caracterSize/fonty-y)));\nfinalColor.rgb*=tileColor.rgb;\nfinalColor.a=1.0;\nfinalColor=mix(finalColor,tileColor,asciiArtOptions.w);\nfinalColor=mix(finalColor,baseColor,asciiArtOptions.z);\ngl_FragColor=finalColor;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var asciiartPixelShader = { name, shader };\n"]}
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+ {"version":3,"file":"asciiart.fragment.js","sourceRoot":"","sources":["../../../sourceES6/postProcessesLibrary/src/asciiArt/asciiart.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,qBAAqB,CAAC;AACjC,IAAI,MAAM,GAAG,uyCAqCX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,mBAAmB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'asciiartPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D asciiArtFont;\n\nuniform vec4 asciiArtFontInfos;\nuniform vec4 asciiArtOptions;\n\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);\n}\n\nvoid main(void)\n{\nfloat caracterSize=asciiArtFontInfos.x;\nfloat numChar=asciiArtFontInfos.y-1.0;\nfloat fontx=asciiArtFontInfos.z;\nfloat fonty=asciiArtFontInfos.w;\nfloat screenx=asciiArtOptions.x;\nfloat screeny=asciiArtOptions.y;\nfloat tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;\nfloat tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;\nvec2 tileUV=vec2(tileX,tileY);\nvec4 tileColor=texture2D(textureSampler,tileUV);\nvec4 baseColor=texture2D(textureSampler,vUV);\nfloat tileLuminance=getLuminance(tileColor.rgb);\nfloat offsetx=(float(floor(tileLuminance*numChar)))*caracterSize/fontx;\nfloat offsety=0.0;\nfloat x=float(mod(gl_FragCoord.x,caracterSize))/fontx;\nfloat y=float(mod(gl_FragCoord.y,caracterSize))/fonty;\nvec4 finalColor=texture2D(asciiArtFont,vec2(offsetx+x,offsety+(caracterSize/fonty-y)));\nfinalColor.rgb*=tileColor.rgb;\nfinalColor.a=1.0;\nfinalColor=mix(finalColor,tileColor,asciiArtOptions.w);\nfinalColor=mix(finalColor,baseColor,asciiArtOptions.z);\ngl_FragColor=finalColor;\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var asciiartPixelShader = { name, shader };\n"]}
package/asciiArt/index.js CHANGED
@@ -1,2 +1,2 @@
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- export * from "./asciiArtPostProcess";
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+ export * from "./asciiArtPostProcess.js";
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  //# sourceMappingURL=index.js.map
@@ -1,10 +1,10 @@
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  import { __decorate, __extends } from "tslib";
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- import { serialize, SerializationHelper } from "@babylonjs/core/Misc/decorators";
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- import { Matrix } from "@babylonjs/core/Maths/math.vector";
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- import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture";
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- import { Texture } from "@babylonjs/core/Materials/Textures/texture";
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- import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess";
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- import "./digitalrain.fragment";
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+ import { serialize, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
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+ import { Matrix } from "@babylonjs/core/Maths/math.vector.js";
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+ import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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+ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
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+ import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess.js";
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+ import "./digitalrain.fragment.js";
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  /**
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  * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
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  *
@@ -1,7 +1,7 @@
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- import { Effect } from "@babylonjs/core/Materials/effect";
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+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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  var name = 'digitalrainPixelShader';
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  var shader = "\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D digitalRainFont;\n\nuniform vec4 digitalRainFontInfos;\nuniform vec4 digitalRainOptions;\nuniform mat4 matrixSpeed;\nuniform float cosTimeZeroOne;\n\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);\n}\n\nvoid main(void)\n{\nfloat caracterSize=digitalRainFontInfos.x;\nfloat numChar=digitalRainFontInfos.y-1.0;\nfloat fontx=digitalRainFontInfos.z;\nfloat fonty=digitalRainFontInfos.w;\nfloat screenx=digitalRainOptions.x;\nfloat screeny=digitalRainOptions.y;\nfloat ratio=screeny/fonty;\nfloat columnx=float(floor((gl_FragCoord.x)/caracterSize));\nfloat tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;\nfloat tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;\nvec2 tileUV=vec2(tileX,tileY);\nvec4 tileColor=texture2D(textureSampler,tileUV);\nvec4 baseColor=texture2D(textureSampler,vUV);\nfloat tileLuminance=getLuminance(tileColor.rgb);\nint st=int(mod(columnx,4.0));\nfloat speed=cosTimeZeroOne*(sin(tileX*314.5)*0.5+0.6);\nfloat x=float(mod(gl_FragCoord.x,caracterSize))/fontx;\nfloat y=float(mod(speed+gl_FragCoord.y/screeny,1.0));\ny*=ratio;\nvec4 finalColor=texture2D(digitalRainFont,vec2(x,1.0-y));\nvec3 high=finalColor.rgb*(vec3(1.2,1.2,1.2)*pow(1.0-y,30.0));\nfinalColor.rgb*=vec3(pow(tileLuminance,5.0),pow(tileLuminance,1.5),pow(tileLuminance,3.0));\nfinalColor.rgb+=high;\nfinalColor.rgb=clamp(finalColor.rgb,0.,1.);\nfinalColor.a=1.0;\nfinalColor=mix(finalColor,tileColor,digitalRainOptions.w);\nfinalColor=mix(finalColor,baseColor,digitalRainOptions.z);\ngl_FragColor=finalColor;\n}";
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- Effect.ShadersStore[name] = shader;
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+ ShaderStore.ShadersStore[name] = shader;
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  /** @hidden */
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  export var digitalrainPixelShader = { name: name, shader: shader };
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  //# sourceMappingURL=digitalrain.fragment.js.map
@@ -1 +1 @@
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- {"version":3,"file":"digitalrain.fragment.js","sourceRoot":"","sources":["../../../sourceES6/postProcessesLibrary/src/digitalRain/digitalrain.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAE1D,IAAI,IAAI,GAAG,wBAAwB,CAAC;AACpC,IAAI,MAAM,GAAG,goDA6CX,CAAC;AAEH,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACnC,cAAc;AACd,MAAM,CAAC,IAAI,sBAAsB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { Effect } from \"@babylonjs/core/Materials/effect\";\n\nlet name = 'digitalrainPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D digitalRainFont;\n\nuniform vec4 digitalRainFontInfos;\nuniform vec4 digitalRainOptions;\nuniform mat4 matrixSpeed;\nuniform float cosTimeZeroOne;\n\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);\n}\n\nvoid main(void)\n{\nfloat caracterSize=digitalRainFontInfos.x;\nfloat numChar=digitalRainFontInfos.y-1.0;\nfloat fontx=digitalRainFontInfos.z;\nfloat fonty=digitalRainFontInfos.w;\nfloat screenx=digitalRainOptions.x;\nfloat screeny=digitalRainOptions.y;\nfloat ratio=screeny/fonty;\nfloat columnx=float(floor((gl_FragCoord.x)/caracterSize));\nfloat tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;\nfloat tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;\nvec2 tileUV=vec2(tileX,tileY);\nvec4 tileColor=texture2D(textureSampler,tileUV);\nvec4 baseColor=texture2D(textureSampler,vUV);\nfloat tileLuminance=getLuminance(tileColor.rgb);\nint st=int(mod(columnx,4.0));\nfloat speed=cosTimeZeroOne*(sin(tileX*314.5)*0.5+0.6);\nfloat x=float(mod(gl_FragCoord.x,caracterSize))/fontx;\nfloat y=float(mod(speed+gl_FragCoord.y/screeny,1.0));\ny*=ratio;\nvec4 finalColor=texture2D(digitalRainFont,vec2(x,1.0-y));\nvec3 high=finalColor.rgb*(vec3(1.2,1.2,1.2)*pow(1.0-y,30.0));\nfinalColor.rgb*=vec3(pow(tileLuminance,5.0),pow(tileLuminance,1.5),pow(tileLuminance,3.0));\nfinalColor.rgb+=high;\nfinalColor.rgb=clamp(finalColor.rgb,0.,1.);\nfinalColor.a=1.0;\nfinalColor=mix(finalColor,tileColor,digitalRainOptions.w);\nfinalColor=mix(finalColor,baseColor,digitalRainOptions.z);\ngl_FragColor=finalColor;\n}`;\n\nEffect.ShadersStore[name] = shader;\n/** @hidden */\nexport var digitalrainPixelShader = { name, shader };\n"]}
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+ {"version":3,"file":"digitalrain.fragment.js","sourceRoot":"","sources":["../../../sourceES6/postProcessesLibrary/src/digitalRain/digitalrain.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,wBAAwB,CAAC;AACpC,IAAI,MAAM,GAAG,goDA6CX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,sBAAsB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'digitalrainPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D digitalRainFont;\n\nuniform vec4 digitalRainFontInfos;\nuniform vec4 digitalRainOptions;\nuniform mat4 matrixSpeed;\nuniform float cosTimeZeroOne;\n\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);\n}\n\nvoid main(void)\n{\nfloat caracterSize=digitalRainFontInfos.x;\nfloat numChar=digitalRainFontInfos.y-1.0;\nfloat fontx=digitalRainFontInfos.z;\nfloat fonty=digitalRainFontInfos.w;\nfloat screenx=digitalRainOptions.x;\nfloat screeny=digitalRainOptions.y;\nfloat ratio=screeny/fonty;\nfloat columnx=float(floor((gl_FragCoord.x)/caracterSize));\nfloat tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;\nfloat tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;\nvec2 tileUV=vec2(tileX,tileY);\nvec4 tileColor=texture2D(textureSampler,tileUV);\nvec4 baseColor=texture2D(textureSampler,vUV);\nfloat tileLuminance=getLuminance(tileColor.rgb);\nint st=int(mod(columnx,4.0));\nfloat speed=cosTimeZeroOne*(sin(tileX*314.5)*0.5+0.6);\nfloat x=float(mod(gl_FragCoord.x,caracterSize))/fontx;\nfloat y=float(mod(speed+gl_FragCoord.y/screeny,1.0));\ny*=ratio;\nvec4 finalColor=texture2D(digitalRainFont,vec2(x,1.0-y));\nvec3 high=finalColor.rgb*(vec3(1.2,1.2,1.2)*pow(1.0-y,30.0));\nfinalColor.rgb*=vec3(pow(tileLuminance,5.0),pow(tileLuminance,1.5),pow(tileLuminance,3.0));\nfinalColor.rgb+=high;\nfinalColor.rgb=clamp(finalColor.rgb,0.,1.);\nfinalColor.a=1.0;\nfinalColor=mix(finalColor,tileColor,digitalRainOptions.w);\nfinalColor=mix(finalColor,baseColor,digitalRainOptions.z);\ngl_FragColor=finalColor;\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var digitalrainPixelShader = { name, shader };\n"]}
@@ -1,2 +1,2 @@
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- export * from "./digitalRainPostProcess";
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+ export * from "./digitalRainPostProcess.js";
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  //# sourceMappingURL=index.js.map
package/index.d.ts CHANGED
@@ -1,2 +1,2 @@
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- export * from "./asciiArt";
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- export * from "./digitalRain";
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+ export * from "./asciiArt/index";
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+ export * from "./digitalRain/index";
package/index.js CHANGED
@@ -1,3 +1,3 @@
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- export * from "./asciiArt";
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- export * from "./digitalRain";
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+ export * from "./asciiArt/index.js";
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+ export * from "./digitalRain/index.js";
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  //# sourceMappingURL=index.js.map
package/index.js.map CHANGED
@@ -1 +1 @@
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- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../sourceES6/postProcessesLibrary/src/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,eAAe,CAAC","sourcesContent":["export * from \"./asciiArt\";\r\nexport * from \"./digitalRain\";"]}
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+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../sourceES6/postProcessesLibrary/src/index.ts"],"names":[],"mappings":"AAAA,cAAc,kBAAkB,CAAC;AACjC,cAAc,qBAAqB,CAAC","sourcesContent":["export * from \"./asciiArt/index\";\r\nexport * from \"./digitalRain/index\";"]}
@@ -1,4 +1,4 @@
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- import * as postProcessLibrary from "../asciiArt/index";
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+ import * as postProcessLibrary from "../asciiArt/index.js";
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  /**
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  * This is the entry point for the UMD module.
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  * The entry point for a future ESM package should be index.ts
@@ -9,5 +9,5 @@ if (typeof globalObject !== "undefined") {
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  globalObject.BABYLON[key] = postProcessLibrary[key];
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  }
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  }
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- export * from "../asciiArt/index";
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+ export * from "../asciiArt/index.js";
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  //# sourceMappingURL=legacy-asciiArt.js.map
@@ -1,4 +1,4 @@
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- import * as postProcessLibrary from "../digitalRain/index";
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+ import * as postProcessLibrary from "../digitalRain/index.js";
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  /**
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  * This is the entry point for the UMD module.
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  * The entry point for a future ESM package should be index.ts
@@ -9,5 +9,5 @@ if (typeof globalObject !== "undefined") {
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  globalObject.BABYLON[key] = postProcessLibrary[key];
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  }
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  }
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- export * from "../digitalRain/index";
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+ export * from "../digitalRain/index.js";
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  //# sourceMappingURL=legacy-digitalRain.js.map
package/legacy/legacy.js CHANGED
@@ -1,4 +1,4 @@
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- import * as postProcessLibrary from "../index";
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+ import * as postProcessLibrary from "../index.js";
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  /**
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  *
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  * This is the entry point for the UMD module.
@@ -10,5 +10,5 @@ if (typeof globalObject !== "undefined") {
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  globalObject.BABYLON[key] = postProcessLibrary[key];
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  }
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  }
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- export * from "../index";
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+ export * from "../index.js";
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  //# sourceMappingURL=legacy.js.map
package/package.json CHANGED
@@ -4,7 +4,7 @@
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  },
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  "name": "@babylonjs/post-processes",
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  "description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
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- "version": "5.0.0-alpha.5",
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+ "version": "5.0.0-alpha.53",
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  "repository": {
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  "type": "git",
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  "url": "https://github.com/BabylonJS/Babylon.js.git"
@@ -53,8 +53,8 @@
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  ],
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  "license": "Apache-2.0",
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  "dependencies": {
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- "@babylonjs/core": "5.0.0-alpha.5",
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- "tslib": ">=1.10.0"
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+ "@babylonjs/core": "5.0.0-alpha.53",
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+ "tslib": "^2.3.1"
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  },
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  "engines": {
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  "node": "*"