Sebastien Vandenberghe 8 years ago
parent
commit
e90cfd63b3

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dist/preview release/babylon.d.ts


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dist/preview release/babylon.js


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dist/preview release/babylon.module.d.ts


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dist/preview release/babylon.worker.js


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dist/preview release/canvas2D/babylon.canvas2d.min.js


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dist/preview release/gui/babylon.gui.min.js


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dist/preview release/inspector/babylon.inspector.bundle.js


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dist/preview release/inspector/babylon.inspector.min.js


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dist/preview release/loaders/babylon.glTF1FileLoader.min.js


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dist/preview release/loaders/babylon.glTF2FileLoader.min.js


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dist/preview release/loaders/babylon.glTFFileLoader.min.js


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dist/preview release/loaders/babylon.objFileLoader.min.js


+ 4 - 4
dist/preview release/materialsLibrary/babylon.customMaterial.d.ts

@@ -16,8 +16,8 @@ declare module BABYLON {
         Vertex_Begin: string;
         Vertex_Definations: string;
         Vertex_MainBegin: string;
-        Vertex_Befor_PositionUpdated: string;
-        Vertex_Befor_NormalUpdated: string;
+        Vertex_Before_PositionUpdated: string;
+        Vertex_Before_NormalUpdated: string;
     }
     class ShaderForVer3_0 extends CustomShaderStructure {
         constructor();
@@ -48,7 +48,7 @@ declare module BABYLON {
         Vertex_Begin(shaderPart: string): CustomMaterial;
         Vertex_Definations(shaderPart: string): CustomMaterial;
         Vertex_MainBegin(shaderPart: string): CustomMaterial;
-        Vertex_Befor_PositionUpdated(shaderPart: string): CustomMaterial;
-        Vertex_Befor_NormalUpdated(shaderPart: string): CustomMaterial;
+        Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
+        Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
     }
 }

+ 8 - 8
dist/preview release/materialsLibrary/babylon.customMaterial.js

@@ -410,14 +410,14 @@ vPositionUVW=positionUpdated;\n\
 #include<instancesVertex>\n\
 #include<bonesVertex>\n\
 \n\
-#[Vertex_Befor_PositionUpdated]\n\
+#[Vertex_Before_PositionUpdated]\n\
 \n\
 gl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n\
 vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\
 vPositionW=vec3(worldPos);\n\
 #ifdef NORMAL\n\
 \n\
-#[Vertex_Befor_NormalUpdated]\n\
+#[Vertex_Before_NormalUpdated]\n\
 \n\
 vNormalW=normalize(vec3(finalWorld*vec4(normalUpdated,0.0)));\n\
 #endif\n\
@@ -583,8 +583,8 @@ vColor=color;\n\
                 .replace('#[Vertex_Begin]', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : ""))
                 .replace('#[Vertex_Definations]', (this._customUnifrom ? this._customUnifrom.join("\n") : "") + (this.CustomParts.Vertex_Definations ? this.CustomParts.Vertex_Definations : ""))
                 .replace('#[Vertex_MainBegin]', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : ""))
-                .replace('#[Vertex_Befor_PositionUpdated]', (this.CustomParts.Vertex_Befor_PositionUpdated ? this.CustomParts.Vertex_Befor_PositionUpdated : ""))
-                .replace('#[Vertex_Befor_NormalUpdated]', (this.CustomParts.Vertex_Befor_NormalUpdated ? this.CustomParts.Vertex_Befor_NormalUpdated : ""));
+                .replace('#[Vertex_Before_PositionUpdated]', (this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : ""))
+                .replace('#[Vertex_Before_NormalUpdated]', (this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : ""));
             BABYLON.Effect.ShadersStore[name + "PixelShader"] = this.ShaderVersion.FragmentStore
                 .replace('#[Fragment_Begin]', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : ""))
                 .replace('#[Fragment_MainBegin]', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : ""))
@@ -656,12 +656,12 @@ vColor=color;\n\
             this.CustomParts.Vertex_MainBegin = shaderPart;
             return this;
         };
-        CustomMaterial.prototype.Vertex_Befor_PositionUpdated = function (shaderPart) {
-            this.CustomParts.Vertex_Befor_PositionUpdated = shaderPart.replace("result", "positionUpdated");
+        CustomMaterial.prototype.Vertex_Before_PositionUpdated = function (shaderPart) {
+            this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
             return this;
         };
-        CustomMaterial.prototype.Vertex_Befor_NormalUpdated = function (shaderPart) {
-            this.CustomParts.Vertex_Befor_NormalUpdated = shaderPart.replace("result", "normalUpdated");
+        CustomMaterial.prototype.Vertex_Before_NormalUpdated = function (shaderPart) {
+            this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
             return this;
         };
         return CustomMaterial;

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dist/preview release/materialsLibrary/babylon.customMaterial.min.js


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dist/preview release/materialsLibrary/babylon.waterMaterial.min.js


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dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


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dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js