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@@ -7848,8 +7848,6 @@ declare module "babylonjs/Materials/Textures/cubeTexture" {
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private _textureMatrix;
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private _format;
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private _createPolynomials;
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- /** @hidden */
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- _prefiltered: boolean;
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/**
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* Creates a cube texture from an array of image urls
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* @param files defines an array of image urls
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@@ -7887,10 +7885,6 @@ declare module "babylonjs/Materials/Textures/cubeTexture" {
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*/
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constructor(rootUrl: string, sceneOrEngine: Scene | ThinEngine, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
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/**
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- * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
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- */
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- get isPrefiltered(): boolean;
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- /**
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* Get the current class name of the texture useful for serialization or dynamic coding.
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* @returns "CubeTexture"
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*/
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@@ -11277,6 +11271,15 @@ declare module "babylonjs/Sprites/spriteManager" {
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*/
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static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager;
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/**
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+ * Creates a sprite manager from a snippet saved in a remote file
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+ * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)
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+ * @param url defines the url to load from
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+ * @param scene defines the hosting scene
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+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
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+ * @returns a promise that will resolve to the new sprite manager
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+ */
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+ static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, rootUrl?: string): Promise<SpriteManager>;
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+ /**
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* Creates a sprite manager from a snippet saved by the sprite editor
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* @param snippetId defines the snippet to load
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* @param scene defines the hosting scene
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@@ -17392,7 +17395,7 @@ declare module "babylonjs/Rendering/edgesRenderer" {
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}
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}
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declare module "babylonjs/Rendering/renderingGroup" {
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- import { SmartArray } from "babylonjs/Misc/smartArray";
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+ import { SmartArray, SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
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import { SubMesh } from "babylonjs/Meshes/subMesh";
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import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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import { Nullable } from "babylonjs/types";
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@@ -17424,7 +17427,7 @@ declare module "babylonjs/Rendering/renderingGroup" {
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private _renderAlphaTest;
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private _renderTransparent;
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/** @hidden */
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- _edgesRenderers: SmartArray<IEdgesRenderer>;
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+ _edgesRenderers: SmartArrayNoDuplicate<IEdgesRenderer>;
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onBeforeTransparentRendering: () => void;
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/**
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* Set the opaque sort comparison function.
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@@ -22946,6 +22949,12 @@ declare module "babylonjs/Materials/Node/nodeMaterial" {
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* @returns the post process created
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*/
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createPostProcess(camera: Nullable<Camera>, options?: number | PostProcessOptions, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, textureFormat?: number): PostProcess;
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+ /**
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+ * Create the post process effect from the material
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+ * @param postProcess The post process to create the effect for
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+ */
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+ createEffectForPostProcess(postProcess: PostProcess): void;
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+ private _createEffectOrPostProcess;
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private _createEffectForParticles;
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/**
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* Create the effect to be used as the custom effect for a particle system
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@@ -24472,6 +24481,15 @@ declare module "babylonjs/Materials/material" {
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useInstances: boolean;
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}
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/**
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+ * Options passed when calling customShaderNameResolve
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+ */
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+ export interface ICustomShaderNameResolveOptions {
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+ /**
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+ * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU
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+ */
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+ processFinalCode?: Nullable<(shaderType: string, code: string) => string>;
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+ }
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+ /**
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* Base class for the main features of a material in Babylon.js
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*/
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export class Material implements IAnimatable {
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@@ -24563,7 +24581,7 @@ declare module "babylonjs/Materials/material" {
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/**
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* Custom callback helping to override the default shader used in the material.
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*/
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- customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]) => string;
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+ customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions) => string;
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/**
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* Custom shadow depth material to use for shadow rendering instead of the in-built one
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*/
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@@ -33914,6 +33932,8 @@ declare module "babylonjs/Materials/Textures/baseTexture" {
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* Define the unique id of the texture in the scene.
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*/
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get uid(): string;
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+ /** @hidden */
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+ _prefiltered: boolean;
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/**
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* Return a string representation of the texture.
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* @returns the texture as a string
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@@ -34163,6 +34183,10 @@ declare module "babylonjs/Materials/effect" {
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* See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
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*/
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transformFeedbackVaryings?: Nullable<string[]>;
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+ /**
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+ * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU
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+ */
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+ processFinalCode?: Nullable<(shaderType: string, code: string) => string>;
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}
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/**
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* Effect containing vertex and fragment shader that can be executed on an object.
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@@ -53059,6 +53083,42 @@ declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
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postProcessor(code: string, defines: string[], isFragment: boolean): string;
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}
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}
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+declare module "babylonjs/Engines/Processors/shaderCodeInliner" {
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+ /**
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+ * Class used to inline functions in shader code
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+ */
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+ export class ShaderCodeInliner {
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+ private static readonly _RegexpFindFunctionNameAndType;
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+ private _sourceCode;
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+ private _functionDescr;
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+ private _numMaxIterations;
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+ /** Gets or sets the token used to mark the functions to inline */
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+ inlineToken: string;
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+ /** Gets or sets the debug mode */
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+ debug: boolean;
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+ /** Gets the code after the inlining process */
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+ get code(): string;
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+ /**
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+ * Initializes the inliner
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+ * @param sourceCode shader code source to inline
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+ * @param numMaxIterations maximum number of iterations (used to detect recursive calls)
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+ */
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+ constructor(sourceCode: string, numMaxIterations?: number);
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+ /**
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+ * Start the processing of the shader code
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+ */
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+ processCode(): void;
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+ private _collectFunctions;
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+ private _processInlining;
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+ private _extractBetweenMarkers;
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+ private _skipWhitespaces;
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+ private _removeComments;
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+ private _replaceFunctionCallsByCode;
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+ private _findBackward;
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+ private _escapeRegExp;
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+ private _replaceNames;
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+ }
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+}
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declare module "babylonjs/Engines/nativeEngine" {
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import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
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import { Engine } from "babylonjs/Engines/engine";
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@@ -53329,6 +53389,7 @@ declare module "babylonjs/Engines/index" {
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export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
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export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
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export * from "babylonjs/Engines/nativeEngine";
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+ export * from "babylonjs/Engines/Processors/shaderCodeInliner";
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}
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declare module "babylonjs/Events/clipboardEvents" {
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/**
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@@ -61426,12 +61487,13 @@ declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
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private _cannonRaycastResult;
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private _raycastResult;
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private _physicsBodysToRemoveAfterStep;
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+ private _firstFrame;
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BJSCANNON: any;
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constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
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setGravity(gravity: Vector3): void;
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setTimeStep(timeStep: number): void;
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getTimeStep(): number;
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- executeStep(delta: number): void;
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+ executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
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private _removeMarkedPhysicsBodiesFromWorld;
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applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
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applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
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@@ -69466,14 +69528,14 @@ declare module "babylonjs/Particles/particleHelper" {
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static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
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/**
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* Creates a particle system from a snippet saved in a remote file
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- * @param name defines the name of the particle system to create
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+ * @param name defines the name of the particle system to create (can be null or empty to use the one from the json data)
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* @param url defines the url to load from
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* @param scene defines the hosting scene
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* @param gpu If the system will use gpu
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* @param rootUrl defines the root URL to use to load textures and relative dependencies
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- * @returns a promise that will resolve to the new particle system
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+ * @returns a promise that will resolve to the new particle system
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*/
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- static ParseFromFileAsync(name: string, url: string, scene: Scene, gpu?: boolean, rootUrl?: string): Promise<IParticleSystem>;
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+ static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, gpu?: boolean, rootUrl?: string): Promise<IParticleSystem>;
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/**
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* Creates a particle system from a snippet saved by the particle system editor
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* @param snippetId defines the snippet to load
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@@ -76925,29 +76987,6 @@ declare module "babylonjs/Engines/Processors/Expressions/index" {
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export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
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export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
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}
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-declare module "babylonjs/Engines/Processors/shaderCodeInliner" {
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- /** @hidden */
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- export class ShaderCodeInliner {
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- static readonly InlineToken: string;
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- static readonly RegexpFindFunctionNameAndType: RegExp;
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- private _sourceCode;
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- private _functionDescr;
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- private _numMaxIterations;
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- debug: boolean;
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- get code(): string;
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- constructor(sourceCode: string, numMaxIterations?: number);
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- processCode(): void;
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- private _collectFunctions;
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- private _processInlining;
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- private _extractBetweenMarkers;
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- private _skipWhitespaces;
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- private _removeComments;
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- private _replaceFunctionCallsByCode;
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- private _findBackward;
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- private _escapeRegExp;
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- private _replaceNames;
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- }
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-}
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declare module "babylonjs/Engines/Processors/index" {
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export * from "babylonjs/Engines/Processors/iShaderProcessor";
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export * from "babylonjs/Engines/Processors/Expressions/index";
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@@ -84737,8 +84776,6 @@ declare module BABYLON {
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private _textureMatrix;
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private _format;
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private _createPolynomials;
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- /** @hidden */
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- _prefiltered: boolean;
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/**
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* Creates a cube texture from an array of image urls
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* @param files defines an array of image urls
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@@ -84776,10 +84813,6 @@ declare module BABYLON {
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*/
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constructor(rootUrl: string, sceneOrEngine: Scene | ThinEngine, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
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/**
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- * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
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- */
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- get isPrefiltered(): boolean;
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- /**
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* Get the current class name of the texture useful for serialization or dynamic coding.
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* @returns "CubeTexture"
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*/
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@@ -88036,6 +88069,15 @@ declare module BABYLON {
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*/
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static Parse(parsedManager: any, scene: Scene, rootUrl: string): SpriteManager;
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/**
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+ * Creates a sprite manager from a snippet saved in a remote file
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+ * @param name defines the name of the sprite manager to create (can be null or empty to use the one from the json data)
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+ * @param url defines the url to load from
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+ * @param scene defines the hosting scene
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+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
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+ * @returns a promise that will resolve to the new sprite manager
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+ */
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+ static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, rootUrl?: string): Promise<SpriteManager>;
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+ /**
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* Creates a sprite manager from a snippet saved by the sprite editor
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* @param snippetId defines the snippet to load
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* @param scene defines the hosting scene
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@@ -93932,7 +93974,7 @@ declare module BABYLON {
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private _renderAlphaTest;
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private _renderTransparent;
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/** @hidden */
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- _edgesRenderers: SmartArray<IEdgesRenderer>;
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+ _edgesRenderers: SmartArrayNoDuplicate<IEdgesRenderer>;
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onBeforeTransparentRendering: () => void;
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/**
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* Set the opaque sort comparison function.
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@@ -99162,6 +99204,12 @@ declare module BABYLON {
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* @returns the post process created
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*/
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createPostProcess(camera: Nullable<Camera>, options?: number | PostProcessOptions, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, textureFormat?: number): PostProcess;
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+ /**
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+ * Create the post process effect from the material
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+ * @param postProcess The post process to create the effect for
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+ */
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+ createEffectForPostProcess(postProcess: PostProcess): void;
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+ private _createEffectOrPostProcess;
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private _createEffectForParticles;
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/**
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* Create the effect to be used as the custom effect for a particle system
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@@ -100607,6 +100655,15 @@ declare module BABYLON {
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useInstances: boolean;
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}
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/**
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+ * Options passed when calling customShaderNameResolve
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+ */
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+ export interface ICustomShaderNameResolveOptions {
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+ /**
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+ * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU
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+ */
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+ processFinalCode?: Nullable<(shaderType: string, code: string) => string>;
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+ }
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+ /**
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* Base class for the main features of a material in Babylon.js
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*/
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export class Material implements IAnimatable {
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@@ -100698,7 +100755,7 @@ declare module BABYLON {
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/**
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* Custom callback helping to override the default shader used in the material.
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*/
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- customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]) => string;
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+ customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions) => string;
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/**
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* Custom shadow depth material to use for shadow rendering instead of the in-built one
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*/
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@@ -109775,6 +109832,8 @@ declare module BABYLON {
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* Define the unique id of the texture in the scene.
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*/
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get uid(): string;
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+ /** @hidden */
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+ _prefiltered: boolean;
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/**
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* Return a string representation of the texture.
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* @returns the texture as a string
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@@ -110011,6 +110070,10 @@ declare module BABYLON {
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* See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
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*/
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transformFeedbackVaryings?: Nullable<string[]>;
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+ /**
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+ * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU
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+ */
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+ processFinalCode?: Nullable<(shaderType: string, code: string) => string>;
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}
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/**
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* Effect containing vertex and fragment shader that can be executed on an object.
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@@ -127980,6 +128043,42 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/**
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+ * Class used to inline functions in shader code
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+ */
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+ export class ShaderCodeInliner {
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+ private static readonly _RegexpFindFunctionNameAndType;
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+ private _sourceCode;
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+ private _functionDescr;
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+ private _numMaxIterations;
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+ /** Gets or sets the token used to mark the functions to inline */
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+ inlineToken: string;
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+ /** Gets or sets the debug mode */
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+ debug: boolean;
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+ /** Gets the code after the inlining process */
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+ get code(): string;
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+ /**
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+ * Initializes the inliner
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+ * @param sourceCode shader code source to inline
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+ * @param numMaxIterations maximum number of iterations (used to detect recursive calls)
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+ */
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+ constructor(sourceCode: string, numMaxIterations?: number);
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+ /**
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+ * Start the processing of the shader code
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+ */
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+ processCode(): void;
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+ private _collectFunctions;
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+ private _processInlining;
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+ private _extractBetweenMarkers;
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+ private _skipWhitespaces;
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+ private _removeComments;
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+ private _replaceFunctionCallsByCode;
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+ private _findBackward;
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+ private _escapeRegExp;
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+ private _replaceNames;
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+ }
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+}
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+declare module BABYLON {
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+ /**
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* Container for accessors for natively-stored mesh data buffers.
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*/
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class NativeDataBuffer extends DataBuffer {
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@@ -135702,12 +135801,13 @@ declare module BABYLON {
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private _cannonRaycastResult;
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private _raycastResult;
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private _physicsBodysToRemoveAfterStep;
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+ private _firstFrame;
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BJSCANNON: any;
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constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
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setGravity(gravity: Vector3): void;
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setTimeStep(timeStep: number): void;
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getTimeStep(): number;
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- executeStep(delta: number): void;
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+ executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
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private _removeMarkedPhysicsBodiesFromWorld;
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applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
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applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
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@@ -142988,14 +143088,14 @@ declare module BABYLON {
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static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
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/**
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* Creates a particle system from a snippet saved in a remote file
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- * @param name defines the name of the particle system to create
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+ * @param name defines the name of the particle system to create (can be null or empty to use the one from the json data)
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* @param url defines the url to load from
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* @param scene defines the hosting scene
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* @param gpu If the system will use gpu
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* @param rootUrl defines the root URL to use to load textures and relative dependencies
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- * @returns a promise that will resolve to the new particle system
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+ * @returns a promise that will resolve to the new particle system
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*/
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- static ParseFromFileAsync(name: string, url: string, scene: Scene, gpu?: boolean, rootUrl?: string): Promise<IParticleSystem>;
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+ static ParseFromFileAsync(name: Nullable<string>, url: string, scene: Scene, gpu?: boolean, rootUrl?: string): Promise<IParticleSystem>;
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/**
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* Creates a particle system from a snippet saved by the particle system editor
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* @param snippetId defines the snippet to load
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@@ -149807,29 +149907,6 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/** @hidden */
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- export class ShaderCodeInliner {
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- static readonly InlineToken: string;
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- static readonly RegexpFindFunctionNameAndType: RegExp;
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- private _sourceCode;
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- private _functionDescr;
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- private _numMaxIterations;
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- debug: boolean;
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- get code(): string;
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- constructor(sourceCode: string, numMaxIterations?: number);
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- processCode(): void;
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- private _collectFunctions;
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- private _processInlining;
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- private _extractBetweenMarkers;
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- private _skipWhitespaces;
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- private _removeComments;
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- private _replaceFunctionCallsByCode;
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- private _findBackward;
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- private _escapeRegExp;
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- private _replaceNames;
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- }
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-}
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-declare module BABYLON {
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- /** @hidden */
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export var blurPixelShader: {
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name: string;
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shader: string;
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