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@@ -19,9 +19,9 @@ var BABYLON;
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})();
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BABYLON.SceneOptimization = SceneOptimization;
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- var TextureSceneOptimization = (function (_super) {
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- __extends(TextureSceneOptimization, _super);
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- function TextureSceneOptimization(priority, maximumSize) {
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+ var TextureOptimization = (function (_super) {
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+ __extends(TextureOptimization, _super);
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+ function TextureOptimization(priority, maximumSize) {
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if (typeof priority === "undefined") { priority = 0; }
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if (typeof maximumSize === "undefined") { maximumSize = 1024; }
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var _this = this;
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@@ -49,13 +49,13 @@ var BABYLON;
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return allDone;
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};
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}
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- return TextureSceneOptimization;
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+ return TextureOptimization;
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})(SceneOptimization);
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- BABYLON.TextureSceneOptimization = TextureSceneOptimization;
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+ BABYLON.TextureOptimization = TextureOptimization;
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- var HardwareScalingSceneOptimization = (function (_super) {
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- __extends(HardwareScalingSceneOptimization, _super);
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- function HardwareScalingSceneOptimization(priority, maximumScale) {
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+ var HardwareScalingOptimization = (function (_super) {
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+ __extends(HardwareScalingOptimization, _super);
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+ function HardwareScalingOptimization(priority, maximumScale) {
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if (typeof priority === "undefined") { priority = 0; }
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if (typeof maximumScale === "undefined") { maximumScale = 2; }
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var _this = this;
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@@ -71,74 +71,74 @@ var BABYLON;
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return _this._currentScale >= _this.maximumScale;
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};
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}
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- return HardwareScalingSceneOptimization;
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+ return HardwareScalingOptimization;
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})(SceneOptimization);
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- BABYLON.HardwareScalingSceneOptimization = HardwareScalingSceneOptimization;
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+ BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
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- var ShadowsSceneOptimization = (function (_super) {
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- __extends(ShadowsSceneOptimization, _super);
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- function ShadowsSceneOptimization() {
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+ var ShadowsOptimization = (function (_super) {
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+ __extends(ShadowsOptimization, _super);
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+ function ShadowsOptimization() {
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_super.apply(this, arguments);
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this.apply = function (scene) {
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scene.shadowsEnabled = false;
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return true;
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};
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}
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- return ShadowsSceneOptimization;
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+ return ShadowsOptimization;
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})(SceneOptimization);
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- BABYLON.ShadowsSceneOptimization = ShadowsSceneOptimization;
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+ BABYLON.ShadowsOptimization = ShadowsOptimization;
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- var PostProcessesSceneOptimization = (function (_super) {
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- __extends(PostProcessesSceneOptimization, _super);
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- function PostProcessesSceneOptimization() {
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+ var PostProcessesOptimization = (function (_super) {
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+ __extends(PostProcessesOptimization, _super);
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+ function PostProcessesOptimization() {
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_super.apply(this, arguments);
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this.apply = function (scene) {
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scene.postProcessesEnabled = false;
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return true;
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};
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}
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- return PostProcessesSceneOptimization;
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+ return PostProcessesOptimization;
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})(SceneOptimization);
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- BABYLON.PostProcessesSceneOptimization = PostProcessesSceneOptimization;
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+ BABYLON.PostProcessesOptimization = PostProcessesOptimization;
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- var LensFlaresSceneOptimization = (function (_super) {
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- __extends(LensFlaresSceneOptimization, _super);
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- function LensFlaresSceneOptimization() {
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+ var LensFlaresOptimization = (function (_super) {
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+ __extends(LensFlaresOptimization, _super);
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+ function LensFlaresOptimization() {
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_super.apply(this, arguments);
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this.apply = function (scene) {
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scene.lensFlaresEnabled = false;
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return true;
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};
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}
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- return LensFlaresSceneOptimization;
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+ return LensFlaresOptimization;
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})(SceneOptimization);
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- BABYLON.LensFlaresSceneOptimization = LensFlaresSceneOptimization;
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+ BABYLON.LensFlaresOptimization = LensFlaresOptimization;
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- var ParticlesSceneOptimization = (function (_super) {
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- __extends(ParticlesSceneOptimization, _super);
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- function ParticlesSceneOptimization() {
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+ var ParticlesOptimization = (function (_super) {
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+ __extends(ParticlesOptimization, _super);
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+ function ParticlesOptimization() {
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_super.apply(this, arguments);
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this.apply = function (scene) {
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scene.particlesEnabled = false;
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return true;
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};
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}
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- return ParticlesSceneOptimization;
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+ return ParticlesOptimization;
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})(SceneOptimization);
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- BABYLON.ParticlesSceneOptimization = ParticlesSceneOptimization;
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+ BABYLON.ParticlesOptimization = ParticlesOptimization;
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- var RenderTargetsSceneOptimization = (function (_super) {
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- __extends(RenderTargetsSceneOptimization, _super);
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- function RenderTargetsSceneOptimization() {
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+ var RenderTargetsOptimization = (function (_super) {
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+ __extends(RenderTargetsOptimization, _super);
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+ function RenderTargetsOptimization() {
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_super.apply(this, arguments);
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this.apply = function (scene) {
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scene.renderTargetsEnabled = false;
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return true;
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};
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}
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- return RenderTargetsSceneOptimization;
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+ return RenderTargetsOptimization;
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})(SceneOptimization);
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- BABYLON.RenderTargetsSceneOptimization = RenderTargetsSceneOptimization;
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+ BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
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// Options
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var SceneOptimizerOptions = (function () {
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@@ -153,17 +153,17 @@ var BABYLON;
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var result = new SceneOptimizerOptions(targetFrameRate);
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var priority = 0;
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- result.optimizations.push(new ShadowsSceneOptimization(priority));
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- result.optimizations.push(new LensFlaresSceneOptimization(priority));
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+ result.optimizations.push(new ShadowsOptimization(priority));
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+ result.optimizations.push(new LensFlaresOptimization(priority));
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// Next priority
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priority++;
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- result.optimizations.push(new PostProcessesSceneOptimization(priority));
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- result.optimizations.push(new ParticlesSceneOptimization(priority));
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+ result.optimizations.push(new PostProcessesOptimization(priority));
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+ result.optimizations.push(new ParticlesOptimization(priority));
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// Next priority
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priority++;
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- result.optimizations.push(new TextureSceneOptimization(priority, 1024));
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+ result.optimizations.push(new TextureOptimization(priority, 1024));
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return result;
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};
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@@ -172,25 +172,25 @@ var BABYLON;
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var result = new SceneOptimizerOptions(targetFrameRate);
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var priority = 0;
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- result.optimizations.push(new ShadowsSceneOptimization(priority));
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- result.optimizations.push(new LensFlaresSceneOptimization(priority));
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+ result.optimizations.push(new ShadowsOptimization(priority));
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+ result.optimizations.push(new LensFlaresOptimization(priority));
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// Next priority
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priority++;
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- result.optimizations.push(new PostProcessesSceneOptimization(priority));
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- result.optimizations.push(new ParticlesSceneOptimization(priority));
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+ result.optimizations.push(new PostProcessesOptimization(priority));
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+ result.optimizations.push(new ParticlesOptimization(priority));
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// Next priority
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priority++;
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- result.optimizations.push(new TextureSceneOptimization(priority, 512));
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+ result.optimizations.push(new TextureOptimization(priority, 512));
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// Next priority
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priority++;
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- result.optimizations.push(new RenderTargetsSceneOptimization(priority));
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+ result.optimizations.push(new RenderTargetsOptimization(priority));
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// Next priority
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priority++;
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- result.optimizations.push(new HardwareScalingSceneOptimization(priority, 2));
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+ result.optimizations.push(new HardwareScalingOptimization(priority, 2));
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return result;
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};
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@@ -199,25 +199,25 @@ var BABYLON;
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var result = new SceneOptimizerOptions(targetFrameRate);
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var priority = 0;
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- result.optimizations.push(new ShadowsSceneOptimization(priority));
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- result.optimizations.push(new LensFlaresSceneOptimization(priority));
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+ result.optimizations.push(new ShadowsOptimization(priority));
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+ result.optimizations.push(new LensFlaresOptimization(priority));
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// Next priority
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priority++;
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- result.optimizations.push(new PostProcessesSceneOptimization(priority));
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- result.optimizations.push(new ParticlesSceneOptimization(priority));
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+ result.optimizations.push(new PostProcessesOptimization(priority));
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+ result.optimizations.push(new ParticlesOptimization(priority));
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// Next priority
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priority++;
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- result.optimizations.push(new TextureSceneOptimization(priority, 256));
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+ result.optimizations.push(new TextureOptimization(priority, 256));
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// Next priority
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priority++;
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- result.optimizations.push(new RenderTargetsSceneOptimization(priority));
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+ result.optimizations.push(new RenderTargetsOptimization(priority));
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// Next priority
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priority++;
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- result.optimizations.push(new HardwareScalingSceneOptimization(priority, 4));
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+ result.optimizations.push(new HardwareScalingOptimization(priority, 4));
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return result;
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};
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