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@@ -79090,62 +79090,203 @@ var BABYLON;
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function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
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function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
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if (originalPostProcess === void 0) { originalPostProcess = null; }
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if (originalPostProcess === void 0) { originalPostProcess = null; }
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var _this = _super.call(this, scene.getEngine(), name) || this;
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var _this = _super.call(this, scene.getEngine(), name) || this;
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+ /**
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+ * Post-process used to down scale an image x4
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+ */
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_this.downSampleX4PostProcess = null;
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_this.downSampleX4PostProcess = null;
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+ /**
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+ * Post-process used to calculate the illuminated surfaces controlled by a threshold
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+ */
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_this.brightPassPostProcess = null;
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_this.brightPassPostProcess = null;
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+ /**
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+ * Post-process array storing all the horizontal blur post-processes used by the pipeline
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+ */
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_this.blurHPostProcesses = [];
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_this.blurHPostProcesses = [];
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+ /**
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+ * Post-process array storing all the vertical blur post-processes used by the pipeline
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+ */
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_this.blurVPostProcesses = [];
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_this.blurVPostProcesses = [];
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+ /**
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+ * Post-process used to add colors of 2 textures (typically brightness + real scene color)
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+ */
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_this.textureAdderPostProcess = null;
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_this.textureAdderPostProcess = null;
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+ /**
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+ * Post-process used to create volumetric lighting effect
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+ */
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_this.volumetricLightPostProcess = null;
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_this.volumetricLightPostProcess = null;
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+ /**
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+ * Post-process used to smooth the previous volumetric light post-process on the X axis
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+ */
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_this.volumetricLightSmoothXPostProcess = null;
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_this.volumetricLightSmoothXPostProcess = null;
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+ /**
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+ * Post-process used to smooth the previous volumetric light post-process on the Y axis
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+ */
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_this.volumetricLightSmoothYPostProcess = null;
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_this.volumetricLightSmoothYPostProcess = null;
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+ /**
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+ * Post-process used to merge the volumetric light effect and the real scene color
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+ */
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_this.volumetricLightMergePostProces = null;
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_this.volumetricLightMergePostProces = null;
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+ /**
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+ * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
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+ */
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_this.volumetricLightFinalPostProcess = null;
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_this.volumetricLightFinalPostProcess = null;
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+ /**
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+ * Base post-process used to calculate the average luminance of the final image for HDR
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+ */
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_this.luminancePostProcess = null;
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_this.luminancePostProcess = null;
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+ /**
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+ * Post-processes used to create down sample post-processes in order to get
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+ * the average luminance of the final image for HDR
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+ * Array of length "StandardRenderingPipeline.LuminanceSteps"
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+ */
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_this.luminanceDownSamplePostProcesses = [];
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_this.luminanceDownSamplePostProcesses = [];
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+ /**
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+ * Post-process used to create a HDR effect (light adaptation)
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+ */
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_this.hdrPostProcess = null;
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_this.hdrPostProcess = null;
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+ /**
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+ * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
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+ */
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_this.textureAdderFinalPostProcess = null;
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_this.textureAdderFinalPostProcess = null;
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+ /**
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+ * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
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+ */
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_this.lensFlareFinalPostProcess = null;
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_this.lensFlareFinalPostProcess = null;
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+ /**
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+ * Post-process used to merge the final HDR post-process and the real scene color
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+ */
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_this.hdrFinalPostProcess = null;
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_this.hdrFinalPostProcess = null;
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+ /**
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+ * Post-process used to create a lens flare effect
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+ */
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_this.lensFlarePostProcess = null;
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_this.lensFlarePostProcess = null;
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+ /**
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+ * Post-process that merges the result of the lens flare post-process and the real scene color
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+ */
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_this.lensFlareComposePostProcess = null;
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_this.lensFlareComposePostProcess = null;
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+ /**
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+ * Post-process used to create a motion blur effect
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+ */
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_this.motionBlurPostProcess = null;
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_this.motionBlurPostProcess = null;
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+ /**
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+ * Post-process used to create a depth of field effect
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+ */
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_this.depthOfFieldPostProcess = null;
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_this.depthOfFieldPostProcess = null;
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+ /**
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+ * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
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+ */
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+ _this.fxaaPostProcess = null;
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// Values
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// Values
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+ /**
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+ * Represents the brightness threshold in order to configure the illuminated surfaces
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+ */
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_this.brightThreshold = 1.0;
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_this.brightThreshold = 1.0;
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+ /**
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+ * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
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+ */
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_this.blurWidth = 512.0;
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_this.blurWidth = 512.0;
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+ /**
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+ * Sets if the blur for highlighted surfaces must be only horizontal
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+ */
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_this.horizontalBlur = false;
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_this.horizontalBlur = false;
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+ /**
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+ * Sets the overall exposure used by the pipeline
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+ */
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_this.exposure = 1.0;
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_this.exposure = 1.0;
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+ /**
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+ * Texture used typically to simulate "dirty" on camera lens
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+ */
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_this.lensTexture = null;
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_this.lensTexture = null;
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+ /**
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+ * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
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+ */
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_this.volumetricLightCoefficient = 0.2;
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_this.volumetricLightCoefficient = 0.2;
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+ /**
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+ * The overall power of volumetric lights, typically in interval [0, 10] maximum
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+ */
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_this.volumetricLightPower = 4.0;
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_this.volumetricLightPower = 4.0;
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+ /**
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+ * Used the set the blur intensity to smooth the volumetric lights
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+ */
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_this.volumetricLightBlurScale = 64.0;
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_this.volumetricLightBlurScale = 64.0;
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+ /**
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+ * Light (spot or directional) used to generate the volumetric lights rays
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+ * The source light must have a shadow generate so the pipeline can get its
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+ * depth map
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+ */
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_this.sourceLight = null;
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_this.sourceLight = null;
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+ /**
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+ * For eye adaptation, represents the minimum luminance the eye can see
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+ */
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_this.hdrMinimumLuminance = 1.0;
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_this.hdrMinimumLuminance = 1.0;
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+ /**
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+ * For eye adaptation, represents the decrease luminance speed
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+ */
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_this.hdrDecreaseRate = 0.5;
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_this.hdrDecreaseRate = 0.5;
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+ /**
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+ * For eye adaptation, represents the increase luminance speed
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+ */
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_this.hdrIncreaseRate = 0.5;
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_this.hdrIncreaseRate = 0.5;
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+ /**
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+ * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
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+ */
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_this.lensColorTexture = null;
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_this.lensColorTexture = null;
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+ /**
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+ * The overall strengh for the lens flare effect
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+ */
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_this.lensFlareStrength = 20.0;
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_this.lensFlareStrength = 20.0;
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+ /**
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+ * Dispersion coefficient for lens flare ghosts
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+ */
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_this.lensFlareGhostDispersal = 1.4;
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_this.lensFlareGhostDispersal = 1.4;
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+ /**
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+ * Main lens flare halo width
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+ */
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_this.lensFlareHaloWidth = 0.7;
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_this.lensFlareHaloWidth = 0.7;
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+ /**
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+ * Based on the lens distortion effect, defines how much the lens flare result
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+ * is distorted
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+ */
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_this.lensFlareDistortionStrength = 16.0;
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_this.lensFlareDistortionStrength = 16.0;
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+ /**
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+ * Lens star texture must be used to simulate rays on the flares and is available
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+ * in the documentation
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+ */
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_this.lensStarTexture = null;
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_this.lensStarTexture = null;
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+ /**
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+ * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
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+ * flare effect by taking account of the dirt texture
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+ */
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_this.lensFlareDirtTexture = null;
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_this.lensFlareDirtTexture = null;
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+ /**
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+ * Represents the focal length for the depth of field effect
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+ */
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_this.depthOfFieldDistance = 10.0;
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_this.depthOfFieldDistance = 10.0;
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+ /**
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+ * Represents the blur intensity for the blurred part of the depth of field effect
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+ */
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_this.depthOfFieldBlurWidth = 64.0;
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_this.depthOfFieldBlurWidth = 64.0;
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+ /**
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+ * For motion blur, defines how much the image is blurred by the movement
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+ */
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_this.motionStrength = 1.0;
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_this.motionStrength = 1.0;
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- // IAnimatable
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+ /**
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+ * List of animations for the pipeline (IAnimatable implementation)
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+ */
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_this.animations = [];
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_this.animations = [];
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_this._currentDepthOfFieldSource = null;
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_this._currentDepthOfFieldSource = null;
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_this._hdrCurrentLuminance = 1.0;
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_this._hdrCurrentLuminance = 1.0;
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// Getters and setters
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// Getters and setters
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- _this._bloomEnabled = true;
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+ _this._bloomEnabled = false;
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_this._depthOfFieldEnabled = false;
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_this._depthOfFieldEnabled = false;
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_this._vlsEnabled = false;
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_this._vlsEnabled = false;
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_this._lensFlareEnabled = false;
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_this._lensFlareEnabled = false;
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_this._hdrEnabled = false;
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_this._hdrEnabled = false;
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_this._motionBlurEnabled = false;
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_this._motionBlurEnabled = false;
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+ _this._fxaaEnabled = false;
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_this._motionBlurSamples = 64.0;
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_this._motionBlurSamples = 64.0;
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_this._volumetricLightStepsCount = 50.0;
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_this._volumetricLightStepsCount = 50.0;
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+ _this._samples = 1;
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_this._cameras = cameras || [];
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_this._cameras = cameras || [];
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// Initialize
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// Initialize
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_this._scene = scene;
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_this._scene = scene;
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@@ -79159,6 +79300,9 @@ var BABYLON;
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return _this;
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return _this;
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}
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}
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Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
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Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
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+ /**
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+ * Specifies if the bloom pipeline is enabled
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+ */
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get: function () {
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get: function () {
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return this._bloomEnabled;
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return this._bloomEnabled;
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},
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},
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@@ -79173,6 +79317,9 @@ var BABYLON;
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configurable: true
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configurable: true
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});
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});
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Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
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Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
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+ /**
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+ * Specifies if the depth of field pipeline is enabed
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+ */
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get: function () {
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get: function () {
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return this._depthOfFieldEnabled;
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return this._depthOfFieldEnabled;
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},
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},
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@@ -79187,6 +79334,9 @@ var BABYLON;
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configurable: true
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configurable: true
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});
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});
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Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
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Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
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+ /**
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+ * Specifies if the lens flare pipeline is enabed
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+ */
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get: function () {
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get: function () {
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return this._lensFlareEnabled;
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return this._lensFlareEnabled;
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},
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},
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@@ -79201,6 +79351,9 @@ var BABYLON;
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configurable: true
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configurable: true
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});
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});
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Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
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Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
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+ /**
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+ * Specifies if the HDR pipeline is enabled
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+ */
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get: function () {
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get: function () {
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return this._hdrEnabled;
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return this._hdrEnabled;
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},
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},
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@@ -79215,6 +79368,9 @@ var BABYLON;
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configurable: true
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configurable: true
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});
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});
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Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
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Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
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+ /**
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+ * Specifies if the volumetric lights scattering effect is enabled
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+ */
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get: function () {
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get: function () {
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return this._vlsEnabled;
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return this._vlsEnabled;
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},
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},
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@@ -79236,6 +79392,9 @@ var BABYLON;
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configurable: true
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configurable: true
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});
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});
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Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
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Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
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+ /**
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+ * Specifies if the motion blur effect is enabled
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+ */
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get: function () {
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get: function () {
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return this._motionBlurEnabled;
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return this._motionBlurEnabled;
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},
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},
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@@ -79249,7 +79408,28 @@ var BABYLON;
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enumerable: true,
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enumerable: true,
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configurable: true
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configurable: true
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});
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});
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+ Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
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+ /**
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+ * Specifies if anti-aliasing is enabled
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+ */
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+ get: function () {
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+ return this._fxaaEnabled;
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+ },
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+ set: function (enabled) {
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+ if (this._fxaaEnabled === enabled) {
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+ return;
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+ }
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+ this._fxaaEnabled = enabled;
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+ this._buildPipeline();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
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Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
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+ /**
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+ * Specifies the number of steps used to calculate the volumetric lights
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+ * Typically in interval [50, 200]
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+ */
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get: function () {
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get: function () {
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return this._volumetricLightStepsCount;
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return this._volumetricLightStepsCount;
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},
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},
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@@ -79263,6 +79443,10 @@ var BABYLON;
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configurable: true
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configurable: true
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});
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});
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Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
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Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
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+ /**
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+ * Specifies the number of samples used for the motion blur effect
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+ * Typically in interval [16, 64]
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+ */
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get: function () {
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get: function () {
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return this._motionBlurSamples;
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return this._motionBlurSamples;
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},
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},
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@@ -79275,6 +79459,23 @@ var BABYLON;
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enumerable: true,
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enumerable: true,
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configurable: true
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configurable: true
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});
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});
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+ Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
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+ /**
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+ * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
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+ */
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+ get: function () {
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+ return this._samples;
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+ },
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+ set: function (sampleCount) {
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+ if (this._samples === sampleCount) {
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+ return;
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|
|
+ }
|
|
|
|
+ this._samples = sampleCount;
|
|
|
|
+ this._buildPipeline();
|
|
|
|
+ },
|
|
|
|
+ enumerable: true,
|
|
|
|
+ configurable: true
|
|
|
|
+ });
|
|
StandardRenderingPipeline.prototype._buildPipeline = function () {
|
|
StandardRenderingPipeline.prototype._buildPipeline = function () {
|
|
var _this = this;
|
|
var _this = this;
|
|
var ratio = this._ratio;
|
|
var ratio = this._ratio;
|
|
@@ -79339,9 +79540,17 @@ var BABYLON;
|
|
// Create motion blur post-process
|
|
// Create motion blur post-process
|
|
this._createMotionBlurPostProcess(scene, ratio);
|
|
this._createMotionBlurPostProcess(scene, ratio);
|
|
}
|
|
}
|
|
|
|
+ if (this._fxaaEnabled) {
|
|
|
|
+ // Create fxaa post-process
|
|
|
|
+ this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
|
|
|
|
+ this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
|
|
|
|
+ }
|
|
if (this._cameras !== null) {
|
|
if (this._cameras !== null) {
|
|
this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
|
|
this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
|
|
}
|
|
}
|
|
|
|
+ if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
|
|
|
|
+ BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
|
|
|
|
+ }
|
|
};
|
|
};
|
|
// Down Sample X4 Post-Processs
|
|
// Down Sample X4 Post-Processs
|
|
StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
|
|
StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
|
|
@@ -79697,6 +79906,9 @@ var BABYLON;
|
|
if (this.motionBlurPostProcess) {
|
|
if (this.motionBlurPostProcess) {
|
|
this.motionBlurPostProcess.dispose(camera);
|
|
this.motionBlurPostProcess.dispose(camera);
|
|
}
|
|
}
|
|
|
|
+ if (this.fxaaPostProcess) {
|
|
|
|
+ this.fxaaPostProcess.dispose(camera);
|
|
|
|
+ }
|
|
for (var j = 0; j < this.blurHPostProcesses.length; j++) {
|
|
for (var j = 0; j < this.blurHPostProcesses.length; j++) {
|
|
this.blurHPostProcesses[j].dispose(camera);
|
|
this.blurHPostProcesses[j].dispose(camera);
|
|
}
|
|
}
|
|
@@ -79721,6 +79933,7 @@ var BABYLON;
|
|
this.hdrFinalPostProcess = null;
|
|
this.hdrFinalPostProcess = null;
|
|
this.depthOfFieldPostProcess = null;
|
|
this.depthOfFieldPostProcess = null;
|
|
this.motionBlurPostProcess = null;
|
|
this.motionBlurPostProcess = null;
|
|
|
|
+ this.fxaaPostProcess = null;
|
|
this.luminanceDownSamplePostProcesses = [];
|
|
this.luminanceDownSamplePostProcesses = [];
|
|
this.blurHPostProcesses = [];
|
|
this.blurHPostProcesses = [];
|
|
this.blurVPostProcesses = [];
|
|
this.blurVPostProcesses = [];
|
|
@@ -79847,10 +80060,16 @@ var BABYLON;
|
|
], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
|
|
], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
|
|
__decorate([
|
|
__decorate([
|
|
BABYLON.serialize()
|
|
BABYLON.serialize()
|
|
|
|
+ ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
|
|
|
|
+ __decorate([
|
|
|
|
+ BABYLON.serialize()
|
|
], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
|
|
], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
|
|
__decorate([
|
|
__decorate([
|
|
BABYLON.serialize()
|
|
BABYLON.serialize()
|
|
], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
|
|
], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
|
|
|
|
+ __decorate([
|
|
|
|
+ BABYLON.serialize()
|
|
|
|
+ ], StandardRenderingPipeline.prototype, "samples", null);
|
|
return StandardRenderingPipeline;
|
|
return StandardRenderingPipeline;
|
|
}(BABYLON.PostProcessRenderPipeline));
|
|
}(BABYLON.PostProcessRenderPipeline));
|
|
BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
|
|
BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
|