David Catuhe 5 年之前
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4abc974966
共有 42 个文件被更改,包括 5214 次插入858 次删除
  1. 488 25
      dist/preview release/babylon.d.ts
  2. 2 2
      dist/preview release/babylon.js
  3. 2021 473
      dist/preview release/babylon.max.js
  4. 1 1
      dist/preview release/babylon.max.js.map
  5. 989 50
      dist/preview release/babylon.module.d.ts
  6. 488 25
      dist/preview release/documentation.d.ts
  7. 6 6
      dist/preview release/materialsLibrary/babylon.cellMaterial.js
  8. 1 1
      dist/preview release/materialsLibrary/babylon.cellMaterial.js.map
  9. 5 5
      dist/preview release/materialsLibrary/babylon.customMaterial.js
  10. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.js.map
  11. 6 6
      dist/preview release/materialsLibrary/babylon.fireMaterial.js
  12. 1 1
      dist/preview release/materialsLibrary/babylon.fireMaterial.js.map
  13. 6 6
      dist/preview release/materialsLibrary/babylon.furMaterial.js
  14. 1 1
      dist/preview release/materialsLibrary/babylon.furMaterial.js.map
  15. 6 6
      dist/preview release/materialsLibrary/babylon.gradientMaterial.js
  16. 1 1
      dist/preview release/materialsLibrary/babylon.gradientMaterial.js.map
  17. 6 6
      dist/preview release/materialsLibrary/babylon.gridMaterial.js
  18. 1 1
      dist/preview release/materialsLibrary/babylon.gridMaterial.js.map
  19. 6 6
      dist/preview release/materialsLibrary/babylon.lavaMaterial.js
  20. 1 1
      dist/preview release/materialsLibrary/babylon.lavaMaterial.js.map
  21. 6 6
      dist/preview release/materialsLibrary/babylon.mixMaterial.js
  22. 1 1
      dist/preview release/materialsLibrary/babylon.mixMaterial.js.map
  23. 6 6
      dist/preview release/materialsLibrary/babylon.normalMaterial.js
  24. 1 1
      dist/preview release/materialsLibrary/babylon.normalMaterial.js.map
  25. 6 6
      dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.js
  26. 1 1
      dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.js.map
  27. 6 6
      dist/preview release/materialsLibrary/babylon.simpleMaterial.js
  28. 1 1
      dist/preview release/materialsLibrary/babylon.simpleMaterial.js.map
  29. 6 6
      dist/preview release/materialsLibrary/babylon.skyMaterial.js
  30. 1 1
      dist/preview release/materialsLibrary/babylon.skyMaterial.js.map
  31. 6 6
      dist/preview release/materialsLibrary/babylon.terrainMaterial.js
  32. 1 1
      dist/preview release/materialsLibrary/babylon.terrainMaterial.js.map
  33. 6 6
      dist/preview release/materialsLibrary/babylon.triPlanarMaterial.js
  34. 1 1
      dist/preview release/materialsLibrary/babylon.triPlanarMaterial.js.map
  35. 6 6
      dist/preview release/materialsLibrary/babylon.waterMaterial.js
  36. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.js.map
  37. 47 47
      dist/preview release/materialsLibrary/babylonjs.materials.js
  38. 1 1
      dist/preview release/materialsLibrary/babylonjs.materials.js.map
  39. 1 1
      dist/preview release/packagesSizeBaseLine.json
  40. 989 50
      dist/preview release/viewer/babylon.module.d.ts
  41. 82 78
      dist/preview release/viewer/babylon.viewer.js
  42. 1 1
      dist/preview release/viewer/babylon.viewer.max.js

+ 488 - 25
dist/preview release/babylon.d.ts

@@ -8442,6 +8442,7 @@ declare module BABYLON {
             createRenderTargetTexture(size: number | {
                 width: number;
                 height: number;
+                layers?: number;
             }, options: boolean | RenderTargetCreationOptions): InternalTexture;
             /**
              * Creates a depth stencil texture.
@@ -8453,11 +8454,13 @@ declare module BABYLON {
             createDepthStencilTexture(size: number | {
                 width: number;
                 height: number;
+                layers?: number;
             }, options: DepthTextureCreationOptions): InternalTexture;
             /** @hidden */
             _createDepthStencilTexture(size: number | {
                 width: number;
                 height: number;
+                layers?: number;
             }, options: DepthTextureCreationOptions): InternalTexture;
         }
 }
@@ -9403,11 +9406,6 @@ declare module BABYLON {
          */
         getShadowMap(): Nullable<RenderTargetTexture>;
         /**
-         * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
-         * @returns The render target texture if the shadow map is present otherwise, null
-         */
-        getShadowMapForRendering(): Nullable<RenderTargetTexture>;
-        /**
          * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
          * @param subMesh The submesh we want to render in the shadow map
          * @param useInstances Defines wether will draw in the map using instances
@@ -9444,7 +9442,7 @@ declare module BABYLON {
          * @param onCompiled Callback triggered at the and of the effects compilation
          * @param options Sets of optional options forcing the compilation with different modes
          */
-        forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
+        forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
             useInstances: boolean;
         }>): void;
         /**
@@ -9853,7 +9851,7 @@ declare module BABYLON {
          * @param onCompiled Callback triggered at the and of the effects compilation
          * @param options Sets of optional options forcing the compilation with different modes
          */
-        forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
+        forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
             useInstances: boolean;
         }>): void;
         /**
@@ -15558,6 +15556,7 @@ declare module BABYLON {
         private _options;
         private _reusable;
         private _textureType;
+        private _textureFormat;
         /**
         * Smart array of input and output textures for the post process.
         * @hidden
@@ -15660,10 +15659,11 @@ declare module BABYLON {
          * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
          * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
          * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
+         * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
          */
         constructor(
         /** Name of the PostProcess. */
-        name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
+        name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean, textureFormat?: number);
         /**
          * Gets a string idenfifying the name of the class
          * @returns "PostProcess" string
@@ -20319,6 +20319,7 @@ declare module BABYLON {
         protected _size: number | {
             width: number;
             height: number;
+            layers?: number;
         };
         protected _initialSizeParameter: number | {
             width: number;
@@ -20363,7 +20364,7 @@ declare module BABYLON {
          * depth texture.
          * Otherwise, return null.
          */
-        depthStencilTexture: Nullable<InternalTexture>;
+        get depthStencilTexture(): Nullable<InternalTexture>;
         /**
          * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
          * or used a shadow, depth texture...
@@ -20384,6 +20385,7 @@ declare module BABYLON {
         constructor(name: string, size: number | {
             width: number;
             height: number;
+            layers?: number;
         } | {
             ratio: number;
         }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
@@ -20446,6 +20448,11 @@ declare module BABYLON {
          */
         getRenderHeight(): number;
         /**
+         * Gets the actual number of layers of the texture.
+         * @returns the number of layers
+         */
+        getRenderLayers(): number;
+        /**
          * Get if the texture can be rescaled or not.
          */
         get canRescale(): boolean;
@@ -20483,8 +20490,9 @@ declare module BABYLON {
         /**
          * @hidden
          * @param faceIndex face index to bind to if this is a cubetexture
+         * @param layer defines the index of the texture to bind in the array
          */
-        _bindFrameBuffer(faceIndex?: number): void;
+        _bindFrameBuffer(faceIndex?: number, layer?: number): void;
         protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
         private renderToTarget;
         /**
@@ -31095,10 +31103,10 @@ declare module BABYLON {
          * @param requiredWidth The width of the target to render to
          * @param requiredHeight The height of the target to render to
          * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
-         * @param depthStencilTexture The depth stencil texture to use to render
-         * @param lodLevel defines le lod level to bind to the frame buffer
+         * @param lodLevel defines the lod level to bind to the frame buffer
+         * @param layer defines the 2d array index to bind to frame buffer to
          */
-        bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
+        bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, lodLevel?: number, layer?: number): void;
         /** @hidden */
         _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
         /**
@@ -31620,6 +31628,7 @@ declare module BABYLON {
         _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
             width: number;
             height: number;
+            layers?: number;
         }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
         /** @hidden */
         _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
@@ -32173,6 +32182,8 @@ declare module BABYLON {
         /** @hidden */
         _lodGenerationOffset: number;
         /** @hidden */
+        _depthStencilTexture: Nullable<InternalTexture>;
+        /** @hidden */
         _colorTextureArray: Nullable<WebGLTexture>;
         /** @hidden */
         _depthStencilTextureArray: Nullable<WebGLTexture>;
@@ -33574,11 +33585,6 @@ declare module BABYLON {
         /** @hidden */
         _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
         /**
-         * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
-         * @param renderTarget The render target to set the frame buffer for
-         */
-        setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
-        /**
          * Update a dynamic index buffer
          * @param indexBuffer defines the target index buffer
          * @param indices defines the data to update
@@ -34562,8 +34568,9 @@ declare module BABYLON {
         * @param attachUp defines if you want to attach events to pointerup
         * @param attachDown defines if you want to attach events to pointerdown
         * @param attachMove defines if you want to attach events to pointermove
+        * @param elementToAttachTo defines the target DOM element to attach to (will use the canvas by default)
         */
-        attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
+        attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean, elementToAttachTo?: Nullable<HTMLElement>): void;
         /**
          * Detaches all event handlers
          */
@@ -44856,11 +44863,6 @@ declare module BABYLON {
                     "componentProperty": string;
                     "states": string[];
                 };
-                "menu": {
-                    "rootNodeName": string;
-                    "componentProperty": string;
-                    "states": string[];
-                };
             };
             axes: {
                 "xr-standard-touchpad": {
@@ -46490,7 +46492,6 @@ declare module BABYLON {
          * @param requiredWidth The width of the target to render to
          * @param requiredHeight The height of the target to render to
          * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
-         * @param depthStencilTexture The depth stencil texture to use to render
          * @param lodLevel defines le lod level to bind to the frame buffer
          */
         bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
@@ -53674,6 +53675,465 @@ declare module BABYLON {
 }
 declare module BABYLON {
     /**
+     * A CSM implementation allowing casting shadows on large scenes.
+     * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
+     * Based on: https://github.com/TheRealMJP/Shadows and https://johanmedestrom.wordpress.com/2016/03/18/opengl-cascaded-shadow-maps/
+     */
+    export class CascadedShadowGenerator implements IShadowGenerator {
+        private static readonly frustumCornersNDCSpace;
+        /**
+         * Defines the default number of cascades used by the CSM.
+         */
+        static readonly DEFAULT_CASCADES_COUNT: number;
+        /**
+         * Defines the minimum number of cascades used by the CSM.
+         */
+        static readonly MIN_CASCADES_COUNT: number;
+        /**
+         * Defines the maximum number of cascades used by the CSM.
+         */
+        static readonly MAX_CASCADES_COUNT: number;
+        /**
+         * Shadow generator mode None: no filtering applied.
+         */
+        static readonly FILTER_NONE: number;
+        /**
+         * Shadow generator mode PCF: Percentage Closer Filtering
+         * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
+         * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
+         */
+        static readonly FILTER_PCF: number;
+        /**
+         * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
+         * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
+         * Contact Hardening
+         */
+        static readonly FILTER_PCSS: number;
+        /**
+         * Reserved for PCF and PCSS
+         * Highest Quality.
+         *
+         * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
+         *
+         * Execute PCSS with 32 taps blocker search and 64 taps PCF.
+         */
+        static readonly QUALITY_HIGH: number;
+        /**
+         * Reserved for PCF and PCSS
+         * Good tradeoff for quality/perf cross devices
+         *
+         * Execute PCF on a 3*3 kernel.
+         *
+         * Execute PCSS with 16 taps blocker search and 32 taps PCF.
+         */
+        static readonly QUALITY_MEDIUM: number;
+        /**
+         * Reserved for PCF and PCSS
+         * The lowest quality but the fastest.
+         *
+         * Execute PCF on a 1*1 kernel.
+         *
+         * Execute PCSS with 16 taps blocker search and 16 taps PCF.
+         */
+        static readonly QUALITY_LOW: number;
+        private static readonly _CLEARONE;
+        /**
+         * Observable triggered before the shadow is rendered. Can be used to update internal effect state
+         */
+        onBeforeShadowMapRenderObservable: Observable<Effect>;
+        /**
+         * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
+         */
+        onAfterShadowMapRenderObservable: Observable<Effect>;
+        /**
+         * Observable triggered before a mesh is rendered in the shadow map.
+         * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
+         */
+        onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
+        /**
+         * Observable triggered after a mesh is rendered in the shadow map.
+         * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
+         */
+        onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
+        private _bias;
+        /**
+         * Gets the bias: offset applied on the depth preventing acnea (in light direction).
+         */
+        get bias(): number;
+        /**
+         * Sets the bias: offset applied on the depth preventing acnea (in light direction).
+         */
+        set bias(bias: number);
+        private _normalBias;
+        /**
+         * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
+         */
+        get normalBias(): number;
+        /**
+         * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
+         */
+        set normalBias(normalBias: number);
+        private _filter;
+        /**
+         * Gets the current mode of the shadow generator (normal, PCF, PCSS...).
+         * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
+         */
+        get filter(): number;
+        /**
+         * Sets the current mode of the shadow generator (normal, PCF, PCSS...).
+         * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
+         */
+        set filter(value: number);
+        /**
+         * Gets if the current filter is set to "PCF" (percentage closer filtering).
+         */
+        get usePercentageCloserFiltering(): boolean;
+        /**
+         * Sets the current filter to "PCF" (percentage closer filtering).
+         */
+        set usePercentageCloserFiltering(value: boolean);
+        private _filteringQuality;
+        /**
+         * Gets the PCF or PCSS Quality.
+         * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
+         */
+        get filteringQuality(): number;
+        /**
+         * Sets the PCF or PCSS Quality.
+         * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
+         */
+        set filteringQuality(filteringQuality: number);
+        /**
+         * Gets if the current filter is set to "PCSS" (contact hardening).
+         */
+        get useContactHardeningShadow(): boolean;
+        /**
+         * Sets the current filter to "PCSS" (contact hardening).
+         */
+        set useContactHardeningShadow(value: boolean);
+        private _contactHardeningLightSizeUVRatio;
+        /**
+         * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
+         * Using a ratio helps keeping shape stability independently of the map size.
+         *
+         * It does not account for the light projection as it was having too much
+         * instability during the light setup or during light position changes.
+         *
+         * Only valid if useContactHardeningShadow is true.
+         */
+        get contactHardeningLightSizeUVRatio(): number;
+        /**
+         * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
+         * Using a ratio helps keeping shape stability independently of the map size.
+         *
+         * It does not account for the light projection as it was having too much
+         * instability during the light setup or during light position changes.
+         *
+         * Only valid if useContactHardeningShadow is true.
+         */
+        set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number);
+        private _darkness;
+        /** Gets or sets the actual darkness of a shadow */
+        get darkness(): number;
+        set darkness(value: number);
+        /**
+         * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
+         * 0 means strongest and 1 would means no shadow.
+         * @returns the darkness.
+         */
+        getDarkness(): number;
+        /**
+         * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
+         * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
+         * @returns the shadow generator allowing fluent coding.
+         */
+        setDarkness(darkness: number): CascadedShadowGenerator;
+        /**
+         * Gets or sets the actual darkness of the soft shadows while using PCSS filtering (value between 0. and 1.)
+         */
+        penumbraDarkness: number;
+        private _transparencyShadow;
+        /** Gets or sets the ability to have transparent shadow  */
+        get transparencyShadow(): boolean;
+        set transparencyShadow(value: boolean);
+        /**
+         * Sets the ability to have transparent shadow (boolean).
+         * @param transparent True if transparent else False
+         * @returns the shadow generator allowing fluent coding
+         */
+        setTransparencyShadow(transparent: boolean): CascadedShadowGenerator;
+        private _numCascades;
+        /**
+         * Gets or set the number of cascades used by the CSM.
+         */
+        get numCascades(): number;
+        set numCascades(value: number);
+        /**
+         * Sets this to true if you want that the edges of the shadows don't "swimm" / "shimmer" when rotating the camera.
+         * The trade off is that you loose some precision in the shadow rendering when enabling this setting.
+         */
+        stabilizeCascades: boolean;
+        private _shadowMap;
+        /**
+         * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
+         * @returns The render target texture if present otherwise, null
+         */
+        getShadowMap(): Nullable<RenderTargetTexture>;
+        protected _freezeShadowCastersBoundingInfo: boolean;
+        private _freezeShadowCastersBoundingInfoObservable;
+        /**
+         * Enables or disables the shadow casters bounding info computation.
+         * If your shadow casters don't move, you can disable this feature.
+         * If it is enabled, the bounding box computation is done every frame.
+         */
+        get freezeShadowCastersBoundingInfo(): boolean;
+        set freezeShadowCastersBoundingInfo(freeze: boolean);
+        private _scbiMin;
+        private _scbiMax;
+        protected _computeShadowCastersBoundingInfo(): void;
+        protected _shadowCastersBoundingInfo: BoundingInfo;
+        /**
+         * Gets or sets the shadow casters bounding info.
+         * If you provide your own shadow casters bounding info, first enable freezeShadowCastersBoundingInfo
+         * so that the system won't overwrite the bounds you provide
+         */
+        get shadowCastersBoundingInfo(): BoundingInfo;
+        set shadowCastersBoundingInfo(boundingInfo: BoundingInfo);
+        protected _breaksAreDirty: boolean;
+        protected _minDistance: number;
+        protected _maxDistance: number;
+        /**
+         * Sets the minimal and maximal distances to use when computing the cascade breaks.
+         *
+         * The values of min / max are typically the depth zmin and zmax values of your scene, for a given frame.
+         * If you don't know these values, simply leave them to their defaults and don't call this function.
+         * @param min minimal distance for the breaks (default to 0.)
+         * @param max maximal distance for the breaks (default to 1.)
+         */
+        setMinMaxDistance(min: number, max: number): void;
+        /**
+         * Gets the class name of that object
+         * @returns "ShadowGenerator"
+         */
+        getClassName(): string;
+        /**
+         * Helper function to add a mesh and its descendants to the list of shadow casters.
+         * @param mesh Mesh to add
+         * @param includeDescendants boolean indicating if the descendants should be added. Default to true
+         * @returns the Shadow Generator itself
+         */
+        addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
+        /**
+         * Helper function to remove a mesh and its descendants from the list of shadow casters
+         * @param mesh Mesh to remove
+         * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
+         * @returns the Shadow Generator itself
+         */
+        removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
+        /**
+         * Controls the extent to which the shadows fade out at the edge of the frustum
+         */
+        frustumEdgeFalloff: number;
+        private _light;
+        /**
+         * Returns the associated light object.
+         * @returns the light generating the shadow
+         */
+        getLight(): DirectionalLight;
+        /**
+         * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
+         * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
+         * It might on the other hand introduce peter panning.
+         */
+        forceBackFacesOnly: boolean;
+        private _cascadeMinExtents;
+        private _cascadeMaxExtents;
+        /**
+         * Gets a cascade minimum extents
+         * @param cascadeIndex index of the cascade
+         * @returns the minimum cascade extents
+         */
+        getCascadeMinExtents(cascadeIndex: number): Nullable<Vector3>;
+        /**
+         * Gets a cascade maximum extents
+         * @param cascadeIndex index of the cascade
+         * @returns the maximum cascade extents
+         */
+        getCascadeMaxExtents(cascadeIndex: number): Nullable<Vector3>;
+        private _scene;
+        private _lightDirection;
+        private _effect;
+        private _cascades;
+        private _cachedPosition;
+        private _cachedDirection;
+        private _cachedDefines;
+        private _currentRenderID;
+        private _mapSize;
+        private _currentLayer;
+        private _textureType;
+        private _defaultTextureMatrix;
+        private _storedUniqueId;
+        private _viewSpaceFrustumsZ;
+        private _viewMatrices;
+        private _projectionMatrices;
+        private _transformMatrices;
+        private _transformMatricesAsArray;
+        private _frustumLengths;
+        private _lightSizeUVCorrection;
+        private _depthCorrection;
+        private _frustumCornersWorldSpace;
+        private _frustumCenter;
+        private _shadowCameraPos;
+        private _shadowMaxZ;
+        /**
+         * Gets the shadow max z distance. It's the limit beyond which shadows are not displayed.
+         * It defaults to camera.maxZ
+         */
+        get shadowMaxZ(): number;
+        /**
+         * Sets the shadow max z distance.
+         */
+        set shadowMaxZ(value: number);
+        protected _debug: boolean;
+        /**
+         * Gets or sets the debug flag.
+         * When enabled, the cascades are materialized by different colors on the screen.
+         */
+        get debug(): boolean;
+        set debug(dbg: boolean);
+        private _depthClamp;
+        /**
+         * Gets or sets the depth clamping value.
+         *
+         * When enabled, it improves the shadow quality because the near z plane of the light frustum don't need to be adjusted
+         * to account for the shadow casters far away.
+         *
+         * Note that this property is incompatible with PCSS filtering, so it won't be used in that case.
+         */
+        get depthClamp(): boolean;
+        set depthClamp(value: boolean);
+        /**
+         * Gets or sets the percentage of blending between two cascades (value between 0. and 1.).
+         * It defaults to 0.1 (10% blending).
+         */
+        cascadeBlendPercentage: number;
+        private _lambda;
+        /**
+         * Gets or set the lambda parameter.
+         * This parameter is used to split the camera frustum and create the cascades.
+         * It's a value between 0. and 1.: If 0, the split is a uniform split of the frustum, if 1 it is a logarithmic split.
+         * For all values in-between, it's a linear combination of the uniform and logarithm split algorithm.
+         */
+        get lambda(): number;
+        set lambda(value: number);
+        /**
+         * Gets the view matrix corresponding to a given cascade
+         * @param cascadeNum cascade to retrieve the view matrix from
+         * @returns the cascade view matrix
+         */
+        getCascadeViewMatrix(cascadeNum: number): Nullable<Matrix>;
+        /**
+         * Create the cascade breaks according to the lambda, shadowMaxZ and min/max distance properties, as well as the camera near and far planes.
+         * This function is automatically called when updating lambda, shadowMaxZ and min/max distances, however you should call it yourself if
+         * you change the camera near/far planes!
+         */
+        splitFrustum(): void;
+        private _splitFrustum;
+        /**
+         * Gets the CSM transformation matrix used to project the meshes into the map from the light point of view.
+         * (eq to view projection * shadow projection matrices)
+         * @param cascadeIndex index number of the cascaded shadow map
+         * @returns The transform matrix used to create the CSM shadow map
+         */
+        getCSMTransformMatrix(cascadeIndex: number): Matrix;
+        private _computeFrustumInWorldSpace;
+        private _computeCascadeFrustum;
+        /** @hidden */
+        static _SceneComponentInitialization: (scene: Scene) => void;
+        /**
+         * Creates a Cascaded Shadow Generator object.
+         * A ShadowGenerator is the required tool to use the shadows.
+         * Each directional light casting shadows needs to use its own ShadowGenerator.
+         * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
+         * @param mapSize The size of the texture what stores the shadows. Example : 1024.
+         * @param light The directional light object generating the shadows.
+         * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
+         */
+        constructor(mapSize: number, light: DirectionalLight, usefulFloatFirst?: boolean);
+        private _initializeGenerator;
+        private _initializeShadowMap;
+        private _renderForShadowMap;
+        private _renderSubMeshForShadowMap;
+        private _applyFilterValues;
+        /**
+         * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
+         * @param onCompiled Callback triggered at the and of the effects compilation
+         * @param options Sets of optional options forcing the compilation with different modes
+         */
+        forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
+            useInstances: boolean;
+        }>): void;
+        /**
+         * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
+         * @param options Sets of optional options forcing the compilation with different modes
+         * @returns A promise that resolves when the compilation completes
+         */
+        forceCompilationAsync(options?: Partial<{
+            useInstances: boolean;
+        }>): Promise<void>;
+        /**
+         * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
+         * @param subMesh The submesh we want to render in the shadow map
+         * @param useInstances Defines wether will draw in the map using instances
+         * @returns true if ready otherwise, false
+         */
+        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
+        /**
+         * Prepare all the defines in a material relying on a shadow map at the specified light index.
+         * @param defines Defines of the material we want to update
+         * @param lightIndex Index of the light in the enabled light list of the material
+         */
+        prepareDefines(defines: any, lightIndex: number): void;
+        /**
+         * Binds the shadow related information inside of an effect (information like near, far, darkness...
+         * defined in the generator but impacting the effect).
+         * @param lightIndex Index of the light in the enabled light list of the material owning the effect
+         * @param effect The effect we are binfing the information for
+         */
+        bindShadowLight(lightIndex: string, effect: Effect): void;
+        /**
+         * Gets the transformation matrix of the first cascade used to project the meshes into the map from the light point of view.
+         * (eq to view projection * shadow projection matrices)
+         * @returns The transform matrix used to create the shadow map
+         */
+        getTransformMatrix(): Matrix;
+        /**
+         * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
+         * Cube and 2D textures for instance.
+         */
+        recreateShadowMap(): void;
+        private _disposeRTT;
+        /**
+         * Disposes the ShadowGenerator.
+         * Returns nothing.
+         */
+        dispose(): void;
+        /**
+         * Serializes the shadow generator setup to a json object.
+         * @returns The serialized JSON object
+         */
+        serialize(): any;
+        /**
+         * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
+         * @param parsedShadowGenerator The JSON object to parse
+         * @param scene The scene to create the shadow map for
+         * @returns The parsed shadow generator
+         */
+        static Parse(parsedShadowGenerator: any, scene: Scene): CascadedShadowGenerator;
+    }
+}
+declare module BABYLON {
+    /**
      * Defines the shadow generator component responsible to manage any shadow generators
      * in a given scene.
      */
@@ -67868,11 +68328,14 @@ interface WebGLRenderingContext {
     readonly UNSIGNED_INT_10F_11F_11F_REV: number;
     readonly UNSIGNED_INT_5_9_9_9_REV: number;
     readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
+    readonly DEPTH_COMPONENT32F: number;
 
     texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
     texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
     texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
 
+    framebufferTextureLayer(target: number, attachment: number, texture: WebGLTexture | null, level: number, layer: number): void;
+
     compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
 
     readonly TRANSFORM_FEEDBACK: number;

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+ 2 - 2
dist/preview release/babylon.js


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+ 2021 - 473
dist/preview release/babylon.max.js


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+ 1 - 1
dist/preview release/babylon.max.js.map


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+ 989 - 50
dist/preview release/babylon.module.d.ts


+ 488 - 25
dist/preview release/documentation.d.ts

@@ -8442,6 +8442,7 @@ declare module BABYLON {
             createRenderTargetTexture(size: number | {
                 width: number;
                 height: number;
+                layers?: number;
             }, options: boolean | RenderTargetCreationOptions): InternalTexture;
             /**
              * Creates a depth stencil texture.
@@ -8453,11 +8454,13 @@ declare module BABYLON {
             createDepthStencilTexture(size: number | {
                 width: number;
                 height: number;
+                layers?: number;
             }, options: DepthTextureCreationOptions): InternalTexture;
             /** @hidden */
             _createDepthStencilTexture(size: number | {
                 width: number;
                 height: number;
+                layers?: number;
             }, options: DepthTextureCreationOptions): InternalTexture;
         }
 }
@@ -9403,11 +9406,6 @@ declare module BABYLON {
          */
         getShadowMap(): Nullable<RenderTargetTexture>;
         /**
-         * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
-         * @returns The render target texture if the shadow map is present otherwise, null
-         */
-        getShadowMapForRendering(): Nullable<RenderTargetTexture>;
-        /**
          * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
          * @param subMesh The submesh we want to render in the shadow map
          * @param useInstances Defines wether will draw in the map using instances
@@ -9444,7 +9442,7 @@ declare module BABYLON {
          * @param onCompiled Callback triggered at the and of the effects compilation
          * @param options Sets of optional options forcing the compilation with different modes
          */
-        forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
+        forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
             useInstances: boolean;
         }>): void;
         /**
@@ -9853,7 +9851,7 @@ declare module BABYLON {
          * @param onCompiled Callback triggered at the and of the effects compilation
          * @param options Sets of optional options forcing the compilation with different modes
          */
-        forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
+        forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
             useInstances: boolean;
         }>): void;
         /**
@@ -15558,6 +15556,7 @@ declare module BABYLON {
         private _options;
         private _reusable;
         private _textureType;
+        private _textureFormat;
         /**
         * Smart array of input and output textures for the post process.
         * @hidden
@@ -15660,10 +15659,11 @@ declare module BABYLON {
          * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
          * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
          * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
+         * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
          */
         constructor(
         /** Name of the PostProcess. */
-        name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
+        name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean, textureFormat?: number);
         /**
          * Gets a string idenfifying the name of the class
          * @returns "PostProcess" string
@@ -20319,6 +20319,7 @@ declare module BABYLON {
         protected _size: number | {
             width: number;
             height: number;
+            layers?: number;
         };
         protected _initialSizeParameter: number | {
             width: number;
@@ -20363,7 +20364,7 @@ declare module BABYLON {
          * depth texture.
          * Otherwise, return null.
          */
-        depthStencilTexture: Nullable<InternalTexture>;
+        get depthStencilTexture(): Nullable<InternalTexture>;
         /**
          * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
          * or used a shadow, depth texture...
@@ -20384,6 +20385,7 @@ declare module BABYLON {
         constructor(name: string, size: number | {
             width: number;
             height: number;
+            layers?: number;
         } | {
             ratio: number;
         }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
@@ -20446,6 +20448,11 @@ declare module BABYLON {
          */
         getRenderHeight(): number;
         /**
+         * Gets the actual number of layers of the texture.
+         * @returns the number of layers
+         */
+        getRenderLayers(): number;
+        /**
          * Get if the texture can be rescaled or not.
          */
         get canRescale(): boolean;
@@ -20483,8 +20490,9 @@ declare module BABYLON {
         /**
          * @hidden
          * @param faceIndex face index to bind to if this is a cubetexture
+         * @param layer defines the index of the texture to bind in the array
          */
-        _bindFrameBuffer(faceIndex?: number): void;
+        _bindFrameBuffer(faceIndex?: number, layer?: number): void;
         protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
         private renderToTarget;
         /**
@@ -31095,10 +31103,10 @@ declare module BABYLON {
          * @param requiredWidth The width of the target to render to
          * @param requiredHeight The height of the target to render to
          * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
-         * @param depthStencilTexture The depth stencil texture to use to render
-         * @param lodLevel defines le lod level to bind to the frame buffer
+         * @param lodLevel defines the lod level to bind to the frame buffer
+         * @param layer defines the 2d array index to bind to frame buffer to
          */
-        bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
+        bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, lodLevel?: number, layer?: number): void;
         /** @hidden */
         _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
         /**
@@ -31620,6 +31628,7 @@ declare module BABYLON {
         _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
             width: number;
             height: number;
+            layers?: number;
         }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
         /** @hidden */
         _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
@@ -32173,6 +32182,8 @@ declare module BABYLON {
         /** @hidden */
         _lodGenerationOffset: number;
         /** @hidden */
+        _depthStencilTexture: Nullable<InternalTexture>;
+        /** @hidden */
         _colorTextureArray: Nullable<WebGLTexture>;
         /** @hidden */
         _depthStencilTextureArray: Nullable<WebGLTexture>;
@@ -33574,11 +33585,6 @@ declare module BABYLON {
         /** @hidden */
         _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
         /**
-         * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
-         * @param renderTarget The render target to set the frame buffer for
-         */
-        setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
-        /**
          * Update a dynamic index buffer
          * @param indexBuffer defines the target index buffer
          * @param indices defines the data to update
@@ -34562,8 +34568,9 @@ declare module BABYLON {
         * @param attachUp defines if you want to attach events to pointerup
         * @param attachDown defines if you want to attach events to pointerdown
         * @param attachMove defines if you want to attach events to pointermove
+        * @param elementToAttachTo defines the target DOM element to attach to (will use the canvas by default)
         */
-        attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
+        attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean, elementToAttachTo?: Nullable<HTMLElement>): void;
         /**
          * Detaches all event handlers
          */
@@ -44856,11 +44863,6 @@ declare module BABYLON {
                     "componentProperty": string;
                     "states": string[];
                 };
-                "menu": {
-                    "rootNodeName": string;
-                    "componentProperty": string;
-                    "states": string[];
-                };
             };
             axes: {
                 "xr-standard-touchpad": {
@@ -46490,7 +46492,6 @@ declare module BABYLON {
          * @param requiredWidth The width of the target to render to
          * @param requiredHeight The height of the target to render to
          * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
-         * @param depthStencilTexture The depth stencil texture to use to render
          * @param lodLevel defines le lod level to bind to the frame buffer
          */
         bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
@@ -53674,6 +53675,465 @@ declare module BABYLON {
 }
 declare module BABYLON {
     /**
+     * A CSM implementation allowing casting shadows on large scenes.
+     * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
+     * Based on: https://github.com/TheRealMJP/Shadows and https://johanmedestrom.wordpress.com/2016/03/18/opengl-cascaded-shadow-maps/
+     */
+    export class CascadedShadowGenerator implements IShadowGenerator {
+        private static readonly frustumCornersNDCSpace;
+        /**
+         * Defines the default number of cascades used by the CSM.
+         */
+        static readonly DEFAULT_CASCADES_COUNT: number;
+        /**
+         * Defines the minimum number of cascades used by the CSM.
+         */
+        static readonly MIN_CASCADES_COUNT: number;
+        /**
+         * Defines the maximum number of cascades used by the CSM.
+         */
+        static readonly MAX_CASCADES_COUNT: number;
+        /**
+         * Shadow generator mode None: no filtering applied.
+         */
+        static readonly FILTER_NONE: number;
+        /**
+         * Shadow generator mode PCF: Percentage Closer Filtering
+         * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
+         * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
+         */
+        static readonly FILTER_PCF: number;
+        /**
+         * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
+         * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
+         * Contact Hardening
+         */
+        static readonly FILTER_PCSS: number;
+        /**
+         * Reserved for PCF and PCSS
+         * Highest Quality.
+         *
+         * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
+         *
+         * Execute PCSS with 32 taps blocker search and 64 taps PCF.
+         */
+        static readonly QUALITY_HIGH: number;
+        /**
+         * Reserved for PCF and PCSS
+         * Good tradeoff for quality/perf cross devices
+         *
+         * Execute PCF on a 3*3 kernel.
+         *
+         * Execute PCSS with 16 taps blocker search and 32 taps PCF.
+         */
+        static readonly QUALITY_MEDIUM: number;
+        /**
+         * Reserved for PCF and PCSS
+         * The lowest quality but the fastest.
+         *
+         * Execute PCF on a 1*1 kernel.
+         *
+         * Execute PCSS with 16 taps blocker search and 16 taps PCF.
+         */
+        static readonly QUALITY_LOW: number;
+        private static readonly _CLEARONE;
+        /**
+         * Observable triggered before the shadow is rendered. Can be used to update internal effect state
+         */
+        onBeforeShadowMapRenderObservable: Observable<Effect>;
+        /**
+         * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
+         */
+        onAfterShadowMapRenderObservable: Observable<Effect>;
+        /**
+         * Observable triggered before a mesh is rendered in the shadow map.
+         * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
+         */
+        onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
+        /**
+         * Observable triggered after a mesh is rendered in the shadow map.
+         * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
+         */
+        onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
+        private _bias;
+        /**
+         * Gets the bias: offset applied on the depth preventing acnea (in light direction).
+         */
+        get bias(): number;
+        /**
+         * Sets the bias: offset applied on the depth preventing acnea (in light direction).
+         */
+        set bias(bias: number);
+        private _normalBias;
+        /**
+         * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
+         */
+        get normalBias(): number;
+        /**
+         * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
+         */
+        set normalBias(normalBias: number);
+        private _filter;
+        /**
+         * Gets the current mode of the shadow generator (normal, PCF, PCSS...).
+         * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
+         */
+        get filter(): number;
+        /**
+         * Sets the current mode of the shadow generator (normal, PCF, PCSS...).
+         * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
+         */
+        set filter(value: number);
+        /**
+         * Gets if the current filter is set to "PCF" (percentage closer filtering).
+         */
+        get usePercentageCloserFiltering(): boolean;
+        /**
+         * Sets the current filter to "PCF" (percentage closer filtering).
+         */
+        set usePercentageCloserFiltering(value: boolean);
+        private _filteringQuality;
+        /**
+         * Gets the PCF or PCSS Quality.
+         * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
+         */
+        get filteringQuality(): number;
+        /**
+         * Sets the PCF or PCSS Quality.
+         * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
+         */
+        set filteringQuality(filteringQuality: number);
+        /**
+         * Gets if the current filter is set to "PCSS" (contact hardening).
+         */
+        get useContactHardeningShadow(): boolean;
+        /**
+         * Sets the current filter to "PCSS" (contact hardening).
+         */
+        set useContactHardeningShadow(value: boolean);
+        private _contactHardeningLightSizeUVRatio;
+        /**
+         * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
+         * Using a ratio helps keeping shape stability independently of the map size.
+         *
+         * It does not account for the light projection as it was having too much
+         * instability during the light setup or during light position changes.
+         *
+         * Only valid if useContactHardeningShadow is true.
+         */
+        get contactHardeningLightSizeUVRatio(): number;
+        /**
+         * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
+         * Using a ratio helps keeping shape stability independently of the map size.
+         *
+         * It does not account for the light projection as it was having too much
+         * instability during the light setup or during light position changes.
+         *
+         * Only valid if useContactHardeningShadow is true.
+         */
+        set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number);
+        private _darkness;
+        /** Gets or sets the actual darkness of a shadow */
+        get darkness(): number;
+        set darkness(value: number);
+        /**
+         * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
+         * 0 means strongest and 1 would means no shadow.
+         * @returns the darkness.
+         */
+        getDarkness(): number;
+        /**
+         * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
+         * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
+         * @returns the shadow generator allowing fluent coding.
+         */
+        setDarkness(darkness: number): CascadedShadowGenerator;
+        /**
+         * Gets or sets the actual darkness of the soft shadows while using PCSS filtering (value between 0. and 1.)
+         */
+        penumbraDarkness: number;
+        private _transparencyShadow;
+        /** Gets or sets the ability to have transparent shadow  */
+        get transparencyShadow(): boolean;
+        set transparencyShadow(value: boolean);
+        /**
+         * Sets the ability to have transparent shadow (boolean).
+         * @param transparent True if transparent else False
+         * @returns the shadow generator allowing fluent coding
+         */
+        setTransparencyShadow(transparent: boolean): CascadedShadowGenerator;
+        private _numCascades;
+        /**
+         * Gets or set the number of cascades used by the CSM.
+         */
+        get numCascades(): number;
+        set numCascades(value: number);
+        /**
+         * Sets this to true if you want that the edges of the shadows don't "swimm" / "shimmer" when rotating the camera.
+         * The trade off is that you loose some precision in the shadow rendering when enabling this setting.
+         */
+        stabilizeCascades: boolean;
+        private _shadowMap;
+        /**
+         * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
+         * @returns The render target texture if present otherwise, null
+         */
+        getShadowMap(): Nullable<RenderTargetTexture>;
+        protected _freezeShadowCastersBoundingInfo: boolean;
+        private _freezeShadowCastersBoundingInfoObservable;
+        /**
+         * Enables or disables the shadow casters bounding info computation.
+         * If your shadow casters don't move, you can disable this feature.
+         * If it is enabled, the bounding box computation is done every frame.
+         */
+        get freezeShadowCastersBoundingInfo(): boolean;
+        set freezeShadowCastersBoundingInfo(freeze: boolean);
+        private _scbiMin;
+        private _scbiMax;
+        protected _computeShadowCastersBoundingInfo(): void;
+        protected _shadowCastersBoundingInfo: BoundingInfo;
+        /**
+         * Gets or sets the shadow casters bounding info.
+         * If you provide your own shadow casters bounding info, first enable freezeShadowCastersBoundingInfo
+         * so that the system won't overwrite the bounds you provide
+         */
+        get shadowCastersBoundingInfo(): BoundingInfo;
+        set shadowCastersBoundingInfo(boundingInfo: BoundingInfo);
+        protected _breaksAreDirty: boolean;
+        protected _minDistance: number;
+        protected _maxDistance: number;
+        /**
+         * Sets the minimal and maximal distances to use when computing the cascade breaks.
+         *
+         * The values of min / max are typically the depth zmin and zmax values of your scene, for a given frame.
+         * If you don't know these values, simply leave them to their defaults and don't call this function.
+         * @param min minimal distance for the breaks (default to 0.)
+         * @param max maximal distance for the breaks (default to 1.)
+         */
+        setMinMaxDistance(min: number, max: number): void;
+        /**
+         * Gets the class name of that object
+         * @returns "ShadowGenerator"
+         */
+        getClassName(): string;
+        /**
+         * Helper function to add a mesh and its descendants to the list of shadow casters.
+         * @param mesh Mesh to add
+         * @param includeDescendants boolean indicating if the descendants should be added. Default to true
+         * @returns the Shadow Generator itself
+         */
+        addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
+        /**
+         * Helper function to remove a mesh and its descendants from the list of shadow casters
+         * @param mesh Mesh to remove
+         * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
+         * @returns the Shadow Generator itself
+         */
+        removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
+        /**
+         * Controls the extent to which the shadows fade out at the edge of the frustum
+         */
+        frustumEdgeFalloff: number;
+        private _light;
+        /**
+         * Returns the associated light object.
+         * @returns the light generating the shadow
+         */
+        getLight(): DirectionalLight;
+        /**
+         * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
+         * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
+         * It might on the other hand introduce peter panning.
+         */
+        forceBackFacesOnly: boolean;
+        private _cascadeMinExtents;
+        private _cascadeMaxExtents;
+        /**
+         * Gets a cascade minimum extents
+         * @param cascadeIndex index of the cascade
+         * @returns the minimum cascade extents
+         */
+        getCascadeMinExtents(cascadeIndex: number): Nullable<Vector3>;
+        /**
+         * Gets a cascade maximum extents
+         * @param cascadeIndex index of the cascade
+         * @returns the maximum cascade extents
+         */
+        getCascadeMaxExtents(cascadeIndex: number): Nullable<Vector3>;
+        private _scene;
+        private _lightDirection;
+        private _effect;
+        private _cascades;
+        private _cachedPosition;
+        private _cachedDirection;
+        private _cachedDefines;
+        private _currentRenderID;
+        private _mapSize;
+        private _currentLayer;
+        private _textureType;
+        private _defaultTextureMatrix;
+        private _storedUniqueId;
+        private _viewSpaceFrustumsZ;
+        private _viewMatrices;
+        private _projectionMatrices;
+        private _transformMatrices;
+        private _transformMatricesAsArray;
+        private _frustumLengths;
+        private _lightSizeUVCorrection;
+        private _depthCorrection;
+        private _frustumCornersWorldSpace;
+        private _frustumCenter;
+        private _shadowCameraPos;
+        private _shadowMaxZ;
+        /**
+         * Gets the shadow max z distance. It's the limit beyond which shadows are not displayed.
+         * It defaults to camera.maxZ
+         */
+        get shadowMaxZ(): number;
+        /**
+         * Sets the shadow max z distance.
+         */
+        set shadowMaxZ(value: number);
+        protected _debug: boolean;
+        /**
+         * Gets or sets the debug flag.
+         * When enabled, the cascades are materialized by different colors on the screen.
+         */
+        get debug(): boolean;
+        set debug(dbg: boolean);
+        private _depthClamp;
+        /**
+         * Gets or sets the depth clamping value.
+         *
+         * When enabled, it improves the shadow quality because the near z plane of the light frustum don't need to be adjusted
+         * to account for the shadow casters far away.
+         *
+         * Note that this property is incompatible with PCSS filtering, so it won't be used in that case.
+         */
+        get depthClamp(): boolean;
+        set depthClamp(value: boolean);
+        /**
+         * Gets or sets the percentage of blending between two cascades (value between 0. and 1.).
+         * It defaults to 0.1 (10% blending).
+         */
+        cascadeBlendPercentage: number;
+        private _lambda;
+        /**
+         * Gets or set the lambda parameter.
+         * This parameter is used to split the camera frustum and create the cascades.
+         * It's a value between 0. and 1.: If 0, the split is a uniform split of the frustum, if 1 it is a logarithmic split.
+         * For all values in-between, it's a linear combination of the uniform and logarithm split algorithm.
+         */
+        get lambda(): number;
+        set lambda(value: number);
+        /**
+         * Gets the view matrix corresponding to a given cascade
+         * @param cascadeNum cascade to retrieve the view matrix from
+         * @returns the cascade view matrix
+         */
+        getCascadeViewMatrix(cascadeNum: number): Nullable<Matrix>;
+        /**
+         * Create the cascade breaks according to the lambda, shadowMaxZ and min/max distance properties, as well as the camera near and far planes.
+         * This function is automatically called when updating lambda, shadowMaxZ and min/max distances, however you should call it yourself if
+         * you change the camera near/far planes!
+         */
+        splitFrustum(): void;
+        private _splitFrustum;
+        /**
+         * Gets the CSM transformation matrix used to project the meshes into the map from the light point of view.
+         * (eq to view projection * shadow projection matrices)
+         * @param cascadeIndex index number of the cascaded shadow map
+         * @returns The transform matrix used to create the CSM shadow map
+         */
+        getCSMTransformMatrix(cascadeIndex: number): Matrix;
+        private _computeFrustumInWorldSpace;
+        private _computeCascadeFrustum;
+        /** @hidden */
+        static _SceneComponentInitialization: (scene: Scene) => void;
+        /**
+         * Creates a Cascaded Shadow Generator object.
+         * A ShadowGenerator is the required tool to use the shadows.
+         * Each directional light casting shadows needs to use its own ShadowGenerator.
+         * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
+         * @param mapSize The size of the texture what stores the shadows. Example : 1024.
+         * @param light The directional light object generating the shadows.
+         * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
+         */
+        constructor(mapSize: number, light: DirectionalLight, usefulFloatFirst?: boolean);
+        private _initializeGenerator;
+        private _initializeShadowMap;
+        private _renderForShadowMap;
+        private _renderSubMeshForShadowMap;
+        private _applyFilterValues;
+        /**
+         * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
+         * @param onCompiled Callback triggered at the and of the effects compilation
+         * @param options Sets of optional options forcing the compilation with different modes
+         */
+        forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
+            useInstances: boolean;
+        }>): void;
+        /**
+         * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
+         * @param options Sets of optional options forcing the compilation with different modes
+         * @returns A promise that resolves when the compilation completes
+         */
+        forceCompilationAsync(options?: Partial<{
+            useInstances: boolean;
+        }>): Promise<void>;
+        /**
+         * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
+         * @param subMesh The submesh we want to render in the shadow map
+         * @param useInstances Defines wether will draw in the map using instances
+         * @returns true if ready otherwise, false
+         */
+        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
+        /**
+         * Prepare all the defines in a material relying on a shadow map at the specified light index.
+         * @param defines Defines of the material we want to update
+         * @param lightIndex Index of the light in the enabled light list of the material
+         */
+        prepareDefines(defines: any, lightIndex: number): void;
+        /**
+         * Binds the shadow related information inside of an effect (information like near, far, darkness...
+         * defined in the generator but impacting the effect).
+         * @param lightIndex Index of the light in the enabled light list of the material owning the effect
+         * @param effect The effect we are binfing the information for
+         */
+        bindShadowLight(lightIndex: string, effect: Effect): void;
+        /**
+         * Gets the transformation matrix of the first cascade used to project the meshes into the map from the light point of view.
+         * (eq to view projection * shadow projection matrices)
+         * @returns The transform matrix used to create the shadow map
+         */
+        getTransformMatrix(): Matrix;
+        /**
+         * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
+         * Cube and 2D textures for instance.
+         */
+        recreateShadowMap(): void;
+        private _disposeRTT;
+        /**
+         * Disposes the ShadowGenerator.
+         * Returns nothing.
+         */
+        dispose(): void;
+        /**
+         * Serializes the shadow generator setup to a json object.
+         * @returns The serialized JSON object
+         */
+        serialize(): any;
+        /**
+         * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
+         * @param parsedShadowGenerator The JSON object to parse
+         * @param scene The scene to create the shadow map for
+         * @returns The parsed shadow generator
+         */
+        static Parse(parsedShadowGenerator: any, scene: Scene): CascadedShadowGenerator;
+    }
+}
+declare module BABYLON {
+    /**
      * Defines the shadow generator component responsible to manage any shadow generators
      * in a given scene.
      */
@@ -67868,11 +68328,14 @@ interface WebGLRenderingContext {
     readonly UNSIGNED_INT_10F_11F_11F_REV: number;
     readonly UNSIGNED_INT_5_9_9_9_REV: number;
     readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
+    readonly DEPTH_COMPONENT32F: number;
 
     texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
     texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
     texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
 
+    framebufferTextureLayer(target: number, attachment: number, texture: WebGLTexture | null, level: number, layer: number): void;
+
     compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
 
     readonly TRANSFORM_FEEDBACK: number;

+ 6 - 6
dist/preview release/materialsLibrary/babylon.cellMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -366,7 +366,7 @@ module.exports = g;
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "cellPixelShader", function() { return cellPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -399,7 +399,7 @@ var cellPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "cellVertexShader", function() { return cellVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -433,7 +433,7 @@ var cellVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CellMaterial", function() { return CellMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _cell_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./cell.fragment */ "./cell/cell.fragment.ts");
 /* harmony import */ var _cell_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./cell.vertex */ "./cell/cell.vertex.ts");
@@ -775,14 +775,14 @@ if (typeof globalObject !== "undefined") {
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.cellMaterial.js.map


+ 5 - 5
dist/preview release/materialsLibrary/babylon.customMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -369,7 +369,7 @@ __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderSpecialParts", function() { return ShaderSpecialParts; });
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CustomMaterial", function() { return CustomMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__);
 
 
@@ -604,7 +604,7 @@ __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderAlebdoParts", function() { return ShaderAlebdoParts; });
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PBRCustomMaterial", function() { return PBRCustomMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__);
 
 
@@ -841,14 +841,14 @@ if (typeof globalObject !== "undefined") {
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.customMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.fireMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -366,7 +366,7 @@ module.exports = g;
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "firePixelShader", function() { return firePixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -393,7 +393,7 @@ var firePixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "fireVertexShader", function() { return fireVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -424,7 +424,7 @@ var fireVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "FireMaterial", function() { return FireMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _fire_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./fire.fragment */ "./fire/fire.fragment.ts");
 /* harmony import */ var _fire_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./fire.vertex */ "./fire/fire.vertex.ts");
@@ -803,14 +803,14 @@ if (typeof globalObject !== "undefined") {
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.fireMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.furMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -366,7 +366,7 @@ module.exports = g;
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "furPixelShader", function() { return furPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -399,7 +399,7 @@ var furPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "furVertexShader", function() { return furVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -433,7 +433,7 @@ var furVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "FurMaterial", function() { return FurMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _fur_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./fur.fragment */ "./fur/fur.fragment.ts");
 /* harmony import */ var _fur_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./fur.vertex */ "./fur/fur.vertex.ts");
@@ -965,14 +965,14 @@ if (typeof globalObject !== "undefined") {
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.furMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.gradientMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -366,7 +366,7 @@ module.exports = g;
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "gradientPixelShader", function() { return gradientPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -399,7 +399,7 @@ var gradientPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "gradientVertexShader", function() { return gradientVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -433,7 +433,7 @@ var gradientVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "GradientMaterial", function() { return GradientMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _gradient_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./gradient.fragment */ "./gradient/gradient.fragment.ts");
 /* harmony import */ var _gradient_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./gradient.vertex */ "./gradient/gradient.vertex.ts");
@@ -744,14 +744,14 @@ if (typeof globalObject !== "undefined") {
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.gradientMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.gridMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -366,7 +366,7 @@ module.exports = g;
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "gridPixelShader", function() { return gridPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -390,7 +390,7 @@ var gridPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "gridVertexShader", function() { return gridVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -417,7 +417,7 @@ var gridVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "GridMaterial", function() { return GridMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _grid_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./grid.fragment */ "./grid/grid.fragment.ts");
 /* harmony import */ var _grid_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./grid.vertex */ "./grid/grid.vertex.ts");
@@ -717,14 +717,14 @@ if (typeof globalObject !== "undefined") {
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.gridMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.lavaMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -383,7 +383,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "lavaPixelShader", function() { return lavaPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -416,7 +416,7 @@ var lavaPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "lavaVertexShader", function() { return lavaVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -450,7 +450,7 @@ var lavaVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LavaMaterial", function() { return LavaMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _lava_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./lava.fragment */ "./lava/lava.fragment.ts");
 /* harmony import */ var _lava_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./lava.vertex */ "./lava/lava.vertex.ts");
@@ -863,14 +863,14 @@ if (typeof globalObject !== "undefined") {
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.lavaMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.mixMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -412,7 +412,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "mixPixelShader", function() { return mixPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -445,7 +445,7 @@ var mixPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "mixVertexShader", function() { return mixVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -479,7 +479,7 @@ var mixVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MixMaterial", function() { return MixMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _mix_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./mix.fragment */ "./mix/mix.fragment.ts");
 /* harmony import */ var _mix_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./mix.vertex */ "./mix/mix.vertex.ts");
@@ -968,14 +968,14 @@ babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredT
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.mixMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.normalMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -412,7 +412,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "normalPixelShader", function() { return normalPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -445,7 +445,7 @@ var normalPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "normalVertexShader", function() { return normalVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -479,7 +479,7 @@ var normalVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NormalMaterial", function() { return NormalMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _normal_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./normal.fragment */ "./normal/normal.fragment.ts");
 /* harmony import */ var _normal_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./normal.vertex */ "./normal/normal.vertex.ts");
@@ -808,14 +808,14 @@ babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredT
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.normalMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -412,7 +412,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "shadowOnlyPixelShader", function() { return shadowOnlyPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -444,7 +444,7 @@ var shadowOnlyPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "shadowOnlyVertexShader", function() { return shadowOnlyVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -478,7 +478,7 @@ var shadowOnlyVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShadowOnlyMaterial", function() { return ShadowOnlyMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _shadowOnly_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./shadowOnly.fragment */ "./shadowOnly/shadowOnly.fragment.ts");
 /* harmony import */ var _shadowOnly_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./shadowOnly.vertex */ "./shadowOnly/shadowOnly.vertex.ts");
@@ -699,14 +699,14 @@ babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredT
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.simpleMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -412,7 +412,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "simplePixelShader", function() { return simplePixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -445,7 +445,7 @@ var simplePixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "simpleVertexShader", function() { return simpleVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -479,7 +479,7 @@ var simpleVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SimpleMaterial", function() { return SimpleMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _simple_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./simple.fragment */ "./simple/simple.fragment.ts");
 /* harmony import */ var _simple_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./simple.vertex */ "./simple/simple.vertex.ts");
@@ -766,14 +766,14 @@ babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredT
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.simpleMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.skyMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -412,7 +412,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "skyPixelShader", function() { return skyPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -438,7 +438,7 @@ var skyPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "skyVertexShader", function() { return skyVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -465,7 +465,7 @@ var skyVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SkyMaterial", function() { return SkyMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _sky_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./sky.fragment */ "./sky/sky.fragment.ts");
 /* harmony import */ var _sky_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./sky.vertex */ "./sky/sky.vertex.ts");
@@ -798,14 +798,14 @@ babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredT
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.skyMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.terrainMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -412,7 +412,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "terrainPixelShader", function() { return terrainPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -445,7 +445,7 @@ var terrainPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "terrainVertexShader", function() { return terrainVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -479,7 +479,7 @@ var terrainVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TerrainMaterial", function() { return TerrainMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _terrain_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./terrain.fragment */ "./terrain/terrain.fragment.ts");
 /* harmony import */ var _terrain_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./terrain.vertex */ "./terrain/terrain.vertex.ts");
@@ -896,14 +896,14 @@ babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredT
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.terrainMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.triPlanarMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -413,7 +413,7 @@ __webpack_require__.r(__webpack_exports__);
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TriPlanarMaterial", function() { return TriPlanarMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _triplanar_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./triplanar.fragment */ "./triPlanar/triplanar.fragment.ts");
 /* harmony import */ var _triplanar_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./triplanar.vertex */ "./triPlanar/triplanar.vertex.ts");
@@ -820,7 +820,7 @@ babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredT
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "triplanarPixelShader", function() { return triplanarPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -853,7 +853,7 @@ var triplanarPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "triplanarVertexShader", function() { return triplanarVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -876,14 +876,14 @@ var triplanarVertexShader = { name: name, shader: shader };
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.triPlanarMaterial.js.map


+ 6 - 6
dist/preview release/materialsLibrary/babylon.waterMaterial.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -412,7 +412,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "waterPixelShader", function() { return waterPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -448,7 +448,7 @@ var waterPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "waterVertexShader", function() { return waterVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -484,7 +484,7 @@ var waterVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WaterMaterial", function() { return WaterMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _water_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./water.fragment */ "./water/water.fragment.ts");
 /* harmony import */ var _water_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./water.vertex */ "./water/water.vertex.ts");
@@ -1187,14 +1187,14 @@ babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredT
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylon.waterMaterial.js.map


+ 47 - 47
dist/preview release/materialsLibrary/babylonjs.materials.js

@@ -7,7 +7,7 @@
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
 		root["MATERIALS"] = factory(root["BABYLON"]);
-})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) {
+})((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache
 /******/ 	var installedModules = {};
@@ -366,7 +366,7 @@ module.exports = g;
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "cellPixelShader", function() { return cellPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -399,7 +399,7 @@ var cellPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "cellVertexShader", function() { return cellVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -433,7 +433,7 @@ var cellVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CellMaterial", function() { return CellMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _cell_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./cell.fragment */ "./cell/cell.fragment.ts");
 /* harmony import */ var _cell_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./cell.vertex */ "./cell/cell.vertex.ts");
@@ -759,7 +759,7 @@ __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderSpecialParts", function() { return ShaderSpecialParts; });
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CustomMaterial", function() { return CustomMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__);
 
 
@@ -994,7 +994,7 @@ __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderAlebdoParts", function() { return ShaderAlebdoParts; });
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PBRCustomMaterial", function() { return PBRCustomMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__);
 
 
@@ -1204,7 +1204,7 @@ babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].Registered
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "firePixelShader", function() { return firePixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -1231,7 +1231,7 @@ var firePixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "fireVertexShader", function() { return fireVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -1262,7 +1262,7 @@ var fireVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "FireMaterial", function() { return FireMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _fire_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./fire.fragment */ "./fire/fire.fragment.ts");
 /* harmony import */ var _fire_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./fire.vertex */ "./fire/fire.vertex.ts");
@@ -1622,7 +1622,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "furPixelShader", function() { return furPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -1655,7 +1655,7 @@ var furPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "furVertexShader", function() { return furVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -1689,7 +1689,7 @@ var furVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "FurMaterial", function() { return FurMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _fur_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./fur.fragment */ "./fur/fur.fragment.ts");
 /* harmony import */ var _fur_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./fur.vertex */ "./fur/fur.vertex.ts");
@@ -2202,7 +2202,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "gradientPixelShader", function() { return gradientPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -2235,7 +2235,7 @@ var gradientPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "gradientVertexShader", function() { return gradientVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -2269,7 +2269,7 @@ var gradientVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "GradientMaterial", function() { return GradientMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _gradient_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./gradient.fragment */ "./gradient/gradient.fragment.ts");
 /* harmony import */ var _gradient_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./gradient.vertex */ "./gradient/gradient.vertex.ts");
@@ -2561,7 +2561,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "gridPixelShader", function() { return gridPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -2585,7 +2585,7 @@ var gridPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "gridVertexShader", function() { return gridVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -2612,7 +2612,7 @@ var gridVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "GridMaterial", function() { return GridMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _grid_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./grid.fragment */ "./grid/grid.fragment.ts");
 /* harmony import */ var _grid_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./grid.vertex */ "./grid/grid.vertex.ts");
@@ -2991,7 +2991,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "lavaPixelShader", function() { return lavaPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -3024,7 +3024,7 @@ var lavaPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "lavaVertexShader", function() { return lavaVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -3058,7 +3058,7 @@ var lavaVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LavaMaterial", function() { return LavaMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _lava_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./lava.fragment */ "./lava/lava.fragment.ts");
 /* harmony import */ var _lava_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./lava.vertex */ "./lava/lava.vertex.ts");
@@ -3537,7 +3537,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "mixPixelShader", function() { return mixPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -3570,7 +3570,7 @@ var mixPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "mixVertexShader", function() { return mixVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -3604,7 +3604,7 @@ var mixVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MixMaterial", function() { return MixMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _mix_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./mix.fragment */ "./mix/mix.fragment.ts");
 /* harmony import */ var _mix_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./mix.vertex */ "./mix/mix.vertex.ts");
@@ -4120,7 +4120,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "normalPixelShader", function() { return normalPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -4153,7 +4153,7 @@ var normalPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "normalVertexShader", function() { return normalVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -4187,7 +4187,7 @@ var normalVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NormalMaterial", function() { return NormalMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _normal_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./normal.fragment */ "./normal/normal.fragment.ts");
 /* harmony import */ var _normal_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./normal.vertex */ "./normal/normal.vertex.ts");
@@ -4543,7 +4543,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "shadowOnlyPixelShader", function() { return shadowOnlyPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -4575,7 +4575,7 @@ var shadowOnlyPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "shadowOnlyVertexShader", function() { return shadowOnlyVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -4609,7 +4609,7 @@ var shadowOnlyVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShadowOnlyMaterial", function() { return ShadowOnlyMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _shadowOnly_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./shadowOnly.fragment */ "./shadowOnly/shadowOnly.fragment.ts");
 /* harmony import */ var _shadowOnly_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./shadowOnly.vertex */ "./shadowOnly/shadowOnly.vertex.ts");
@@ -4857,7 +4857,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "simplePixelShader", function() { return simplePixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -4890,7 +4890,7 @@ var simplePixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "simpleVertexShader", function() { return simpleVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -4924,7 +4924,7 @@ var simpleVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SimpleMaterial", function() { return SimpleMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _simple_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./simple.fragment */ "./simple/simple.fragment.ts");
 /* harmony import */ var _simple_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./simple.vertex */ "./simple/simple.vertex.ts");
@@ -5238,7 +5238,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "skyPixelShader", function() { return skyPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -5264,7 +5264,7 @@ var skyPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "skyVertexShader", function() { return skyVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -5291,7 +5291,7 @@ var skyVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SkyMaterial", function() { return SkyMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _sky_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./sky.fragment */ "./sky/sky.fragment.ts");
 /* harmony import */ var _sky_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./sky.vertex */ "./sky/sky.vertex.ts");
@@ -5651,7 +5651,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "terrainPixelShader", function() { return terrainPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -5684,7 +5684,7 @@ var terrainPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "terrainVertexShader", function() { return terrainVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -5718,7 +5718,7 @@ var terrainVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TerrainMaterial", function() { return TerrainMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _terrain_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./terrain.fragment */ "./terrain/terrain.fragment.ts");
 /* harmony import */ var _terrain_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./terrain.vertex */ "./terrain/terrain.vertex.ts");
@@ -6163,7 +6163,7 @@ __webpack_require__.r(__webpack_exports__);
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TriPlanarMaterial", function() { return TriPlanarMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _triplanar_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./triplanar.fragment */ "./triPlanar/triplanar.fragment.ts");
 /* harmony import */ var _triplanar_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./triplanar.vertex */ "./triPlanar/triplanar.vertex.ts");
@@ -6570,7 +6570,7 @@ babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredT
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "triplanarPixelShader", function() { return triplanarPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -6603,7 +6603,7 @@ var triplanarPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "triplanarVertexShader", function() { return triplanarVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -6653,7 +6653,7 @@ __webpack_require__.r(__webpack_exports__);
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "waterPixelShader", function() { return waterPixelShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -6689,7 +6689,7 @@ var waterPixelShader = { name: name, shader: shader };
 "use strict";
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "waterVertexShader", function() { return waterVertexShader; });
-/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
 
 
@@ -6725,7 +6725,7 @@ var waterVertexShader = { name: name, shader: shader };
 __webpack_require__.r(__webpack_exports__);
 /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WaterMaterial", function() { return WaterMaterial; });
 /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
-/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Materials/effect");
+/* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
 /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
 /* harmony import */ var _water_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./water.fragment */ "./water/water.fragment.ts");
 /* harmony import */ var _water_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./water.vertex */ "./water/water.vertex.ts");
@@ -7428,14 +7428,14 @@ babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredT
 
 /***/ }),
 
-/***/ "babylonjs/Materials/effect":
+/***/ "babylonjs/Misc/decorators":
 /*!****************************************************************************************************!*\
   !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
   \****************************************************************************************************/
 /*! no static exports found */
 /***/ (function(module, exports) {
 
-module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__;
+module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
 
 /***/ })
 

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/materialsLibrary/babylonjs.materials.js.map


+ 1 - 1
dist/preview release/packagesSizeBaseLine.json

@@ -1 +1 @@
-{"thinEngineOnly":111879,"engineOnly":148724,"sceneOnly":502486,"minGridMaterial":632828,"minStandardMaterial":757367}
+{"thinEngineOnly":112287,"engineOnly":148378,"sceneOnly":502161,"minGridMaterial":632857,"minStandardMaterial":773268}

文件差异内容过多而无法显示
+ 989 - 50
dist/preview release/viewer/babylon.module.d.ts


文件差异内容过多而无法显示
+ 82 - 78
dist/preview release/viewer/babylon.viewer.js


文件差异内容过多而无法显示
+ 1 - 1
dist/preview release/viewer/babylon.viewer.max.js