sebastien 6 gadi atpakaļ
vecāks
revīzija
f0faefbeba
100 mainītis faili ar 2042 papildinājumiem un 1902 dzēšanām
  1. 3 3
      Tools/Gulp/config.json
  2. 1 1
      dist/preview release/materialsLibrary/babylon.cellMaterial.js
  3. 1 1
      dist/preview release/materialsLibrary/babylon.cellMaterial.js.map
  4. 1 1
      dist/preview release/materialsLibrary/babylon.cellMaterial.min.js
  5. 1 1
      dist/preview release/materialsLibrary/babylon.cellMaterial.min.js.map
  6. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.js
  7. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.js.map
  8. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.min.js
  9. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.min.js.map
  10. 1 1
      dist/preview release/materialsLibrary/babylon.fireMaterial.js
  11. 1 1
      dist/preview release/materialsLibrary/babylon.fireMaterial.js.map
  12. 1 1
      dist/preview release/materialsLibrary/babylon.fireMaterial.min.js
  13. 1 1
      dist/preview release/materialsLibrary/babylon.fireMaterial.min.js.map
  14. 1 1
      dist/preview release/materialsLibrary/babylon.furMaterial.js
  15. 1 1
      dist/preview release/materialsLibrary/babylon.furMaterial.js.map
  16. 1 1
      dist/preview release/materialsLibrary/babylon.furMaterial.min.js
  17. 1 1
      dist/preview release/materialsLibrary/babylon.furMaterial.min.js.map
  18. 1 1
      dist/preview release/materialsLibrary/babylon.gradientMaterial.js
  19. 1 1
      dist/preview release/materialsLibrary/babylon.gradientMaterial.js.map
  20. 1 1
      dist/preview release/materialsLibrary/babylon.gradientMaterial.min.js
  21. 1 1
      dist/preview release/materialsLibrary/babylon.gradientMaterial.min.js.map
  22. 1 1
      dist/preview release/materialsLibrary/babylon.gridMaterial.js
  23. 1 1
      dist/preview release/materialsLibrary/babylon.gridMaterial.js.map
  24. 1 1
      dist/preview release/materialsLibrary/babylon.gridMaterial.min.js
  25. 1 1
      dist/preview release/materialsLibrary/babylon.gridMaterial.min.js.map
  26. 1 1
      dist/preview release/materialsLibrary/babylon.lavaMaterial.js
  27. 1 1
      dist/preview release/materialsLibrary/babylon.lavaMaterial.js.map
  28. 1 1
      dist/preview release/materialsLibrary/babylon.lavaMaterial.min.js
  29. 1 1
      dist/preview release/materialsLibrary/babylon.lavaMaterial.min.js.map
  30. 1 1
      dist/preview release/materialsLibrary/babylon.mixMaterial.js
  31. 1 1
      dist/preview release/materialsLibrary/babylon.mixMaterial.js.map
  32. 1 1
      dist/preview release/materialsLibrary/babylon.mixMaterial.min.js
  33. 1 1
      dist/preview release/materialsLibrary/babylon.mixMaterial.min.js.map
  34. 1 1
      dist/preview release/materialsLibrary/babylon.normalMaterial.js
  35. 1 1
      dist/preview release/materialsLibrary/babylon.normalMaterial.js.map
  36. 1 1
      dist/preview release/materialsLibrary/babylon.normalMaterial.min.js
  37. 1 1
      dist/preview release/materialsLibrary/babylon.normalMaterial.min.js.map
  38. 1 1
      dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.js
  39. 1 1
      dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.js.map
  40. 1 1
      dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js
  41. 1 1
      dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js.map
  42. 1 1
      dist/preview release/materialsLibrary/babylon.simpleMaterial.js
  43. 1 1
      dist/preview release/materialsLibrary/babylon.simpleMaterial.js.map
  44. 1 1
      dist/preview release/materialsLibrary/babylon.simpleMaterial.min.js
  45. 1 1
      dist/preview release/materialsLibrary/babylon.simpleMaterial.min.js.map
  46. 1 1
      dist/preview release/materialsLibrary/babylon.skyMaterial.js
  47. 1 1
      dist/preview release/materialsLibrary/babylon.skyMaterial.js.map
  48. 1 1
      dist/preview release/materialsLibrary/babylon.skyMaterial.min.js
  49. 1 1
      dist/preview release/materialsLibrary/babylon.skyMaterial.min.js.map
  50. 1 1
      dist/preview release/materialsLibrary/babylon.terrainMaterial.js
  51. 1 1
      dist/preview release/materialsLibrary/babylon.terrainMaterial.js.map
  52. 1 1
      dist/preview release/materialsLibrary/babylon.terrainMaterial.min.js
  53. 1 1
      dist/preview release/materialsLibrary/babylon.terrainMaterial.min.js.map
  54. 1 1
      dist/preview release/materialsLibrary/babylon.triPlanarMaterial.js
  55. 1 1
      dist/preview release/materialsLibrary/babylon.triPlanarMaterial.js.map
  56. 1 1
      dist/preview release/materialsLibrary/babylon.triPlanarMaterial.min.js
  57. 1 1
      dist/preview release/materialsLibrary/babylon.triPlanarMaterial.min.js.map
  58. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.js
  59. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.js.map
  60. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.min.js
  61. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.min.js.map
  62. 460 430
      dist/preview release/materialsLibrary/babylonjs.materials.d.ts
  63. 1 1
      dist/preview release/materialsLibrary/babylonjs.materials.js
  64. 1 1
      dist/preview release/materialsLibrary/babylonjs.materials.js.map
  65. 1 1
      dist/preview release/materialsLibrary/babylonjs.materials.min.js
  66. 1 1
      dist/preview release/materialsLibrary/babylonjs.materials.min.js.map
  67. 999 907
      dist/preview release/materialsLibrary/babylonjs.materials.module.d.ts
  68. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.js.map
  69. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtpostProcess.js
  70. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtpostProcess.min.js
  71. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtpostProcess.min.js.map
  72. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.js
  73. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.js.map
  74. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js
  75. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js.map
  76. 158 154
      dist/preview release/postProcessesLibrary/babylonjs.postProcess.d.ts
  77. 1 1
      dist/preview release/postProcessesLibrary/babylonjs.postProcess.js
  78. 1 1
      dist/preview release/postProcessesLibrary/babylonjs.postProcess.js.map
  79. 1 1
      dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js
  80. 1 1
      dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js.map
  81. 328 314
      dist/preview release/postProcessesLibrary/babylonjs.postProcess.module.d.ts
  82. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.js
  83. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.js.map
  84. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.min.js
  85. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.min.js.map
  86. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.js
  87. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.js.map
  88. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.min.js
  89. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.min.js.map
  90. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.js
  91. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.js.map
  92. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.min.js
  93. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.min.js.map
  94. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.js
  95. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.js.map
  96. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.min.js
  97. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.min.js.map
  98. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.marbleProceduralTexture.js
  99. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.marbleProceduralTexture.js.map
  100. 0 0
      dist/preview release/proceduralTexturesLibrary/babylon.marbleProceduralTexture.min.js

+ 3 - 3
Tools/Gulp/config.json

@@ -1670,7 +1670,7 @@
             "distOutputDirectory": "/materialsLibrary/",
             "dtsBundle": {
                 "name": "babylonjs-materials",
-                "main": "../../materialsLibrary/build/src/index.d.ts",
+                "main": "../../dist/preview release/materialsLibrary/build/src/index.d.ts",
                 "out": "../babylonjs.materials.module.d.ts",
                 "baseDir": "../../dist/preview release/materialsLibrary/build/",
                 "headerText": "BabylonJS Materials"
@@ -1730,7 +1730,7 @@
             "distOutputDirectory": "/postProcessesLibrary/",
             "dtsBundle": {
                 "name": "babylonjs-postProcessLibrary",
-                "main": "../../postProcessLibrary/build/src/index.d.ts",
+                "main": "../../dist/preview release/postProcessesLibrary/build/src/index.d.ts",
                 "out": "../babylonjs.postProcess.module.d.ts",
                 "baseDir": "../../dist/preview release/postProcessesLibrary/build/",
                 "headerText": "BabylonJS Postprocess library"
@@ -1878,7 +1878,7 @@
             "distOutputDirectory": "/proceduralTexturesLibrary/",
             "dtsBundle": {
                 "name": "babylonjs-procedural-textures",
-                "main": "../../proceduralTexturesLibrary/build/src/index.d.ts",
+                "main": "../../dist/preview release/proceduralTexturesLibrary/build/src/index.d.ts",
                 "out": "../babylonjs.proceduralTextures.module.d.ts",
                 "baseDir": "../../dist/preview release/proceduralTexturesLibrary/build/",
                 "headerText": "BabylonJS Procedural Textures"

+ 1 - 1
dist/preview release/materialsLibrary/babylon.cellMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.cellMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.cellMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.cellMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.customMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.customMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.customMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.customMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.fireMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.fireMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.fireMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.fireMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.furMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.furMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.furMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.furMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.gradientMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.gradientMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.gradientMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.gradientMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.gridMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.gridMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.gridMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.gridMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.lavaMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.lavaMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.lavaMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.lavaMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.mixMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.mixMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.mixMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.mixMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.normalMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.normalMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.normalMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.normalMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.simpleMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.simpleMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.simpleMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.simpleMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.skyMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.skyMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.skyMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.skyMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.terrainMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.terrainMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.terrainMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.terrainMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.triPlanarMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.triPlanarMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.triPlanarMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.triPlanarMaterial.min.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.waterMaterial.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.waterMaterial.js.map


+ 1 - 1
dist/preview release/materialsLibrary/babylon.waterMaterial.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylon.waterMaterial.min.js.map


+ 460 - 430
dist/preview release/materialsLibrary/babylonjs.materials.d.ts

@@ -1,253 +1,384 @@
 /*BabylonJS Materials*/
 // Dependencies for this module:
 //   ../../../../Tools/Gulp/babylonjs
-export declare class CellMaterial extends BABYLON.PushMaterial {
-    diffuseTexture: BABYLON.BaseTexture;
-    diffuseColor: BABYLON.Color3;
-    _computeHighLevel: boolean;
-    computeHighLevel: boolean;
-    disableLighting: boolean;
-    maxSimultaneousLights: number;
-    constructor(name: string, scene: BABYLON.Scene);
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    getAnimatables(): BABYLON.IAnimatable[];
-    getActiveTextures(): BABYLON.BaseTexture[];
-    hasTexture(texture: BABYLON.BaseTexture): boolean;
-    dispose(forceDisposeEffect?: boolean): void;
-    getClassName(): string;
-    clone(name: string): CellMaterial;
-    serialize(): any;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): CellMaterial;
+declare module BABYLON {
+    export class CellMaterial extends BABYLON.PushMaterial {
+        diffuseTexture: BABYLON.BaseTexture;
+        diffuseColor: BABYLON.Color3;
+        _computeHighLevel: boolean;
+        computeHighLevel: boolean;
+        disableLighting: boolean;
+        maxSimultaneousLights: number;
+        constructor(name: string, scene: BABYLON.Scene);
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
+        isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+        getAnimatables(): BABYLON.IAnimatable[];
+        getActiveTextures(): BABYLON.BaseTexture[];
+        hasTexture(texture: BABYLON.BaseTexture): boolean;
+        dispose(forceDisposeEffect?: boolean): void;
+        getClassName(): string;
+        clone(name: string): CellMaterial;
+        serialize(): any;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): CellMaterial;
+    }
 }
-export declare class CustomShaderStructure {
-    FragmentStore: string;
-    VertexStore: string;
-    constructor();
+declare module BABYLON {
+    export class CustomShaderStructure {
+        FragmentStore: string;
+        VertexStore: string;
+        constructor();
+    }
+    export class ShaderSpecialParts {
+        constructor();
+        Fragment_Begin: string;
+        Fragment_Definitions: string;
+        Fragment_MainBegin: string;
+        Fragment_Custom_Diffuse: string;
+        Fragment_Custom_Alpha: string;
+        Fragment_Before_FragColor: string;
+        Vertex_Begin: string;
+        Vertex_Definitions: string;
+        Vertex_MainBegin: string;
+        Vertex_Before_PositionUpdated: string;
+        Vertex_Before_NormalUpdated: string;
+    }
+    export class CustomMaterial extends BABYLON.StandardMaterial {
+        static ShaderIndexer: number;
+        CustomParts: ShaderSpecialParts;
+        _isCreatedShader: boolean;
+        _createdShaderName: string;
+        _customUniform: string[];
+        _newUniforms: string[];
+        _newUniformInstances: any[];
+        _newSamplerInstances: BABYLON.Texture[];
+        FragmentShader: string;
+        VertexShader: string;
+        AttachAfterBind(mesh: BABYLON.Mesh, effect: BABYLON.Effect): void;
+        ReviewUniform(name: string, arr: string[]): string[];
+        Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: BABYLON.StandardMaterialDefines): string;
+        constructor(name: string, scene: BABYLON.Scene);
+        AddUniform(name: string, kind: string, param: any): CustomMaterial;
+        Fragment_Begin(shaderPart: string): CustomMaterial;
+        Fragment_Definitions(shaderPart: string): CustomMaterial;
+        Fragment_MainBegin(shaderPart: string): CustomMaterial;
+        Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
+        Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
+        Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
+        Vertex_Begin(shaderPart: string): CustomMaterial;
+        Vertex_Definitions(shaderPart: string): CustomMaterial;
+        Vertex_MainBegin(shaderPart: string): CustomMaterial;
+        Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
+        Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
+    }
 }
-export declare class ShaderSpecialParts {
-    constructor();
-    Fragment_Begin: string;
-    Fragment_Definitions: string;
-    Fragment_MainBegin: string;
-    Fragment_Custom_Diffuse: string;
-    Fragment_Custom_Alpha: string;
-    Fragment_Before_FragColor: string;
-    Vertex_Begin: string;
-    Vertex_Definitions: string;
-    Vertex_MainBegin: string;
-    Vertex_Before_PositionUpdated: string;
-    Vertex_Before_NormalUpdated: string;
+declare module BABYLON {
+    export class FireMaterial extends BABYLON.PushMaterial {
+        diffuseTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
+        distortionTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
+        opacityTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
+        diffuseColor: BABYLON.Color3;
+        speed: number;
+        constructor(name: string, scene: BABYLON.Scene);
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
+        isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+        getAnimatables(): BABYLON.IAnimatable[];
+        getActiveTextures(): BABYLON.BaseTexture[];
+        hasTexture(texture: BABYLON.BaseTexture): boolean;
+        getClassName(): string;
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): FireMaterial;
+        serialize(): any;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): FireMaterial;
+    }
 }
-export declare class CustomMaterial extends BABYLON.StandardMaterial {
-    static ShaderIndexer: number;
-    CustomParts: ShaderSpecialParts;
-    _isCreatedShader: boolean;
-    _createdShaderName: string;
-    _customUniform: string[];
-    _newUniforms: string[];
-    _newUniformInstances: any[];
-    _newSamplerInstances: BABYLON.Texture[];
-    FragmentShader: string;
-    VertexShader: string;
-    AttachAfterBind(mesh: BABYLON.Mesh, effect: BABYLON.Effect): void;
-    ReviewUniform(name: string, arr: string[]): string[];
-    Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: BABYLON.StandardMaterialDefines): string;
-    constructor(name: string, scene: BABYLON.Scene);
-    AddUniform(name: string, kind: string, param: any): CustomMaterial;
-    Fragment_Begin(shaderPart: string): CustomMaterial;
-    Fragment_Definitions(shaderPart: string): CustomMaterial;
-    Fragment_MainBegin(shaderPart: string): CustomMaterial;
-    Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
-    Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
-    Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
-    Vertex_Begin(shaderPart: string): CustomMaterial;
-    Vertex_Definitions(shaderPart: string): CustomMaterial;
-    Vertex_MainBegin(shaderPart: string): CustomMaterial;
-    Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
-    Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
+declare module BABYLON {
+    export class FurMaterial extends BABYLON.PushMaterial {
+        diffuseTexture: BABYLON.BaseTexture;
+        heightTexture: BABYLON.BaseTexture;
+        diffuseColor: BABYLON.Color3;
+        furLength: number;
+        furAngle: number;
+        furColor: BABYLON.Color3;
+        furOffset: number;
+        furSpacing: number;
+        furGravity: BABYLON.Vector3;
+        furSpeed: number;
+        furDensity: number;
+        furOcclusion: number;
+        furTexture: BABYLON.DynamicTexture;
+        disableLighting: boolean;
+        maxSimultaneousLights: number;
+        highLevelFur: boolean;
+        _meshes: BABYLON.AbstractMesh[];
+        constructor(name: string, scene: BABYLON.Scene);
+        furTime: number;
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
+        updateFur(): void;
+        isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+        getAnimatables(): BABYLON.IAnimatable[];
+        getActiveTextures(): BABYLON.BaseTexture[];
+        hasTexture(texture: BABYLON.BaseTexture): boolean;
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): FurMaterial;
+        serialize(): any;
+        getClassName(): string;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): FurMaterial;
+        static GenerateTexture(name: string, scene: BABYLON.Scene): BABYLON.DynamicTexture;
+        static FurifyMesh(sourceMesh: BABYLON.Mesh, quality: number): BABYLON.Mesh[];
+    }
 }
-export declare class FireMaterial extends BABYLON.PushMaterial {
-    diffuseTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
-    distortionTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
-    opacityTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
-    diffuseColor: BABYLON.Color3;
-    speed: number;
-    constructor(name: string, scene: BABYLON.Scene);
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    getAnimatables(): BABYLON.IAnimatable[];
-    getActiveTextures(): BABYLON.BaseTexture[];
-    hasTexture(texture: BABYLON.BaseTexture): boolean;
-    getClassName(): string;
-    dispose(forceDisposeEffect?: boolean): void;
-    clone(name: string): FireMaterial;
-    serialize(): any;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): FireMaterial;
+declare module BABYLON {
+    export class GradientMaterial extends BABYLON.PushMaterial {
+        maxSimultaneousLights: number;
+        topColor: BABYLON.Color3;
+        topColorAlpha: number;
+        bottomColor: BABYLON.Color3;
+        bottomColorAlpha: number;
+        offset: number;
+        scale: number;
+        smoothness: number;
+        disableLighting: boolean;
+        constructor(name: string, scene: BABYLON.Scene);
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
+        isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+        getAnimatables(): BABYLON.IAnimatable[];
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): GradientMaterial;
+        serialize(): any;
+        getClassName(): string;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): GradientMaterial;
+    }
 }
-export declare class FurMaterial extends BABYLON.PushMaterial {
-    diffuseTexture: BABYLON.BaseTexture;
-    heightTexture: BABYLON.BaseTexture;
-    diffuseColor: BABYLON.Color3;
-    furLength: number;
-    furAngle: number;
-    furColor: BABYLON.Color3;
-    furOffset: number;
-    furSpacing: number;
-    furGravity: BABYLON.Vector3;
-    furSpeed: number;
-    furDensity: number;
-    furOcclusion: number;
-    furTexture: BABYLON.DynamicTexture;
-    disableLighting: boolean;
-    maxSimultaneousLights: number;
-    highLevelFur: boolean;
-    _meshes: BABYLON.AbstractMesh[];
-    constructor(name: string, scene: BABYLON.Scene);
-    furTime: number;
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    updateFur(): void;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    getAnimatables(): BABYLON.IAnimatable[];
-    getActiveTextures(): BABYLON.BaseTexture[];
-    hasTexture(texture: BABYLON.BaseTexture): boolean;
-    dispose(forceDisposeEffect?: boolean): void;
-    clone(name: string): FurMaterial;
-    serialize(): any;
-    getClassName(): string;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): FurMaterial;
-    static GenerateTexture(name: string, scene: BABYLON.Scene): BABYLON.DynamicTexture;
-    static FurifyMesh(sourceMesh: BABYLON.Mesh, quality: number): BABYLON.Mesh[];
+declare module BABYLON {
+    /**
+        * The grid materials allows you to wrap any shape with a grid.
+        * Colors are customizable.
+        */
+    export class GridMaterial extends BABYLON.PushMaterial {
+            /**
+                * Main color of the grid (e.g. between lines)
+                */
+            mainColor: BABYLON.Color3;
+            /**
+                * Color of the grid lines.
+                */
+            lineColor: BABYLON.Color3;
+            /**
+                * The scale of the grid compared to unit.
+                */
+            gridRatio: number;
+            /**
+                * Allows setting an offset for the grid lines.
+                */
+            gridOffset: BABYLON.Vector3;
+            /**
+                * The frequency of thicker lines.
+                */
+            majorUnitFrequency: number;
+            /**
+                * The visibility of minor units in the grid.
+                */
+            minorUnitVisibility: number;
+            /**
+                * The grid opacity outside of the lines.
+                */
+            opacity: number;
+            /**
+                * Determine RBG output is premultiplied by alpha value.
+                */
+            preMultiplyAlpha: boolean;
+            /**
+                * constructor
+                * @param name The name given to the material in order to identify it afterwards.
+                * @param scene The scene the material is used in.
+                */
+            constructor(name: string, scene: BABYLON.Scene);
+            /**
+                * Returns wehter or not the grid requires alpha blending.
+                */
+            needAlphaBlending(): boolean;
+            needAlphaBlendingForMesh(mesh: BABYLON.AbstractMesh): boolean;
+            isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+            bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+            dispose(forceDisposeEffect?: boolean): void;
+            clone(name: string): GridMaterial;
+            serialize(): any;
+            getClassName(): string;
+            static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): GridMaterial;
+    }
 }
-export declare class GradientMaterial extends BABYLON.PushMaterial {
-    maxSimultaneousLights: number;
-    topColor: BABYLON.Color3;
-    topColorAlpha: number;
-    bottomColor: BABYLON.Color3;
-    bottomColorAlpha: number;
-    offset: number;
-    scale: number;
-    smoothness: number;
-    disableLighting: boolean;
-    constructor(name: string, scene: BABYLON.Scene);
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    getAnimatables(): BABYLON.IAnimatable[];
-    dispose(forceDisposeEffect?: boolean): void;
-    clone(name: string): GradientMaterial;
-    serialize(): any;
-    getClassName(): string;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): GradientMaterial;
+declare module BABYLON {
+    export class LavaMaterial extends BABYLON.PushMaterial {
+        diffuseTexture: BABYLON.BaseTexture;
+        noiseTexture: BABYLON.BaseTexture;
+        fogColor: BABYLON.Color3;
+        speed: number;
+        movingSpeed: number;
+        lowFrequencySpeed: number;
+        fogDensity: number;
+        diffuseColor: BABYLON.Color3;
+        disableLighting: boolean;
+        unlit: boolean;
+        maxSimultaneousLights: number;
+        constructor(name: string, scene: BABYLON.Scene);
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
+        isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+        getAnimatables(): BABYLON.IAnimatable[];
+        getActiveTextures(): BABYLON.BaseTexture[];
+        hasTexture(texture: BABYLON.BaseTexture): boolean;
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): LavaMaterial;
+        serialize(): any;
+        getClassName(): string;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): LavaMaterial;
+    }
+}
+declare module BABYLON {
+    export class MixMaterial extends BABYLON.PushMaterial {
+            mixTexture1: BABYLON.BaseTexture;
+            mixTexture2: BABYLON.BaseTexture;
+            diffuseTexture1: BABYLON.Texture;
+            diffuseTexture2: BABYLON.Texture;
+            diffuseTexture3: BABYLON.Texture;
+            diffuseTexture4: BABYLON.Texture;
+            diffuseTexture5: BABYLON.Texture;
+            diffuseTexture6: BABYLON.Texture;
+            diffuseTexture7: BABYLON.Texture;
+            diffuseTexture8: BABYLON.Texture;
+            /**
+                * Uniforms
+                */
+            diffuseColor: BABYLON.Color3;
+            specularColor: BABYLON.Color3;
+            specularPower: number;
+            disableLighting: boolean;
+            maxSimultaneousLights: number;
+            constructor(name: string, scene: BABYLON.Scene);
+            needAlphaBlending(): boolean;
+            needAlphaTesting(): boolean;
+            getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
+            isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+            bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+            getAnimatables(): BABYLON.IAnimatable[];
+            getActiveTextures(): BABYLON.BaseTexture[];
+            hasTexture(texture: BABYLON.BaseTexture): boolean;
+            dispose(forceDisposeEffect?: boolean): void;
+            clone(name: string): MixMaterial;
+            serialize(): any;
+            getClassName(): string;
+            static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): MixMaterial;
+    }
 }
-/**
-    * The grid materials allows you to wrap any shape with a grid.
-    * Colors are customizable.
-    */
-export declare class GridMaterial extends BABYLON.PushMaterial {
-        /**
-            * Main color of the grid (e.g. between lines)
-            */
-        mainColor: BABYLON.Color3;
-        /**
-            * Color of the grid lines.
-            */
-        lineColor: BABYLON.Color3;
-        /**
-            * The scale of the grid compared to unit.
-            */
-        gridRatio: number;
-        /**
-            * Allows setting an offset for the grid lines.
-            */
-        gridOffset: BABYLON.Vector3;
-        /**
-            * The frequency of thicker lines.
-            */
-        majorUnitFrequency: number;
-        /**
-            * The visibility of minor units in the grid.
-            */
-        minorUnitVisibility: number;
-        /**
-            * The grid opacity outside of the lines.
-            */
-        opacity: number;
-        /**
-            * Determine RBG output is premultiplied by alpha value.
-            */
-        preMultiplyAlpha: boolean;
-        /**
-            * constructor
-            * @param name The name given to the material in order to identify it afterwards.
-            * @param scene The scene the material is used in.
-            */
+declare module BABYLON {
+    export class NormalMaterial extends BABYLON.PushMaterial {
+        diffuseTexture: BABYLON.BaseTexture;
+        diffuseColor: BABYLON.Color3;
+        disableLighting: boolean;
+        maxSimultaneousLights: number;
         constructor(name: string, scene: BABYLON.Scene);
-        /**
-            * Returns wehter or not the grid requires alpha blending.
-            */
         needAlphaBlending(): boolean;
-        needAlphaBlendingForMesh(mesh: BABYLON.AbstractMesh): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
         isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
         bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+        getAnimatables(): BABYLON.IAnimatable[];
+        getActiveTextures(): BABYLON.BaseTexture[];
+        hasTexture(texture: BABYLON.BaseTexture): boolean;
         dispose(forceDisposeEffect?: boolean): void;
-        clone(name: string): GridMaterial;
+        clone(name: string): NormalMaterial;
         serialize(): any;
         getClassName(): string;
-        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): GridMaterial;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): NormalMaterial;
+    }
 }
-export declare class LavaMaterial extends BABYLON.PushMaterial {
-    diffuseTexture: BABYLON.BaseTexture;
-    noiseTexture: BABYLON.BaseTexture;
-    fogColor: BABYLON.Color3;
-    speed: number;
-    movingSpeed: number;
-    lowFrequencySpeed: number;
-    fogDensity: number;
-    diffuseColor: BABYLON.Color3;
-    disableLighting: boolean;
-    unlit: boolean;
-    maxSimultaneousLights: number;
-    constructor(name: string, scene: BABYLON.Scene);
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    getAnimatables(): BABYLON.IAnimatable[];
-    getActiveTextures(): BABYLON.BaseTexture[];
-    hasTexture(texture: BABYLON.BaseTexture): boolean;
-    dispose(forceDisposeEffect?: boolean): void;
-    clone(name: string): LavaMaterial;
-    serialize(): any;
-    getClassName(): string;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): LavaMaterial;
+declare module BABYLON {
+    export class ShadowOnlyMaterial extends BABYLON.PushMaterial {
+        constructor(name: string, scene: BABYLON.Scene);
+        shadowColor: BABYLON.Color3;
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
+        activeLight: BABYLON.IShadowLight;
+        isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+        clone(name: string): ShadowOnlyMaterial;
+        serialize(): any;
+        getClassName(): string;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): ShadowOnlyMaterial;
+    }
 }
-export declare class MixMaterial extends BABYLON.PushMaterial {
-        mixTexture1: BABYLON.BaseTexture;
-        mixTexture2: BABYLON.BaseTexture;
+declare module BABYLON {
+    export class SimpleMaterial extends BABYLON.PushMaterial {
+        diffuseTexture: BABYLON.BaseTexture;
+        diffuseColor: BABYLON.Color3;
+        disableLighting: boolean;
+        maxSimultaneousLights: number;
+        constructor(name: string, scene: BABYLON.Scene);
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
+        isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+        getAnimatables(): BABYLON.IAnimatable[];
+        getActiveTextures(): BABYLON.BaseTexture[];
+        hasTexture(texture: BABYLON.BaseTexture): boolean;
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): SimpleMaterial;
+        serialize(): any;
+        getClassName(): string;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SimpleMaterial;
+    }
+}
+declare module BABYLON {
+    export class SkyMaterial extends BABYLON.PushMaterial {
+        luminance: number;
+        turbidity: number;
+        rayleigh: number;
+        mieCoefficient: number;
+        mieDirectionalG: number;
+        distance: number;
+        inclination: number;
+        azimuth: number;
+        sunPosition: BABYLON.Vector3;
+        useSunPosition: boolean;
+        constructor(name: string, scene: BABYLON.Scene);
+        needAlphaBlending(): boolean;
+        needAlphaTesting(): boolean;
+        getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
+        isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+        bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+        getAnimatables(): BABYLON.IAnimatable[];
+        dispose(forceDisposeEffect?: boolean): void;
+        clone(name: string): SkyMaterial;
+        serialize(): any;
+        getClassName(): string;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SkyMaterial;
+    }
+}
+declare module BABYLON {
+    export class TerrainMaterial extends BABYLON.PushMaterial {
+        mixTexture: BABYLON.BaseTexture;
         diffuseTexture1: BABYLON.Texture;
         diffuseTexture2: BABYLON.Texture;
         diffuseTexture3: BABYLON.Texture;
-        diffuseTexture4: BABYLON.Texture;
-        diffuseTexture5: BABYLON.Texture;
-        diffuseTexture6: BABYLON.Texture;
-        diffuseTexture7: BABYLON.Texture;
-        diffuseTexture8: BABYLON.Texture;
-        /**
-            * Uniforms
-            */
+        bumpTexture1: BABYLON.Texture;
+        bumpTexture2: BABYLON.Texture;
+        bumpTexture3: BABYLON.Texture;
         diffuseColor: BABYLON.Color3;
         specularColor: BABYLON.Color3;
         specularPower: number;
@@ -263,213 +394,28 @@ export declare class MixMaterial extends BABYLON.PushMaterial {
         getActiveTextures(): BABYLON.BaseTexture[];
         hasTexture(texture: BABYLON.BaseTexture): boolean;
         dispose(forceDisposeEffect?: boolean): void;
-        clone(name: string): MixMaterial;
+        clone(name: string): TerrainMaterial;
         serialize(): any;
         getClassName(): string;
-        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): MixMaterial;
-}
-export declare class NormalMaterial extends BABYLON.PushMaterial {
-    diffuseTexture: BABYLON.BaseTexture;
-    diffuseColor: BABYLON.Color3;
-    disableLighting: boolean;
-    maxSimultaneousLights: number;
-    constructor(name: string, scene: BABYLON.Scene);
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    getAnimatables(): BABYLON.IAnimatable[];
-    getActiveTextures(): BABYLON.BaseTexture[];
-    hasTexture(texture: BABYLON.BaseTexture): boolean;
-    dispose(forceDisposeEffect?: boolean): void;
-    clone(name: string): NormalMaterial;
-    serialize(): any;
-    getClassName(): string;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): NormalMaterial;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TerrainMaterial;
+    }
 }
-export declare class ShadowOnlyMaterial extends BABYLON.PushMaterial {
-    constructor(name: string, scene: BABYLON.Scene);
-    shadowColor: BABYLON.Color3;
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    activeLight: BABYLON.IShadowLight;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    clone(name: string): ShadowOnlyMaterial;
-    serialize(): any;
-    getClassName(): string;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): ShadowOnlyMaterial;
-}
-export declare class SimpleMaterial extends BABYLON.PushMaterial {
-    diffuseTexture: BABYLON.BaseTexture;
-    diffuseColor: BABYLON.Color3;
-    disableLighting: boolean;
-    maxSimultaneousLights: number;
-    constructor(name: string, scene: BABYLON.Scene);
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    getAnimatables(): BABYLON.IAnimatable[];
-    getActiveTextures(): BABYLON.BaseTexture[];
-    hasTexture(texture: BABYLON.BaseTexture): boolean;
-    dispose(forceDisposeEffect?: boolean): void;
-    clone(name: string): SimpleMaterial;
-    serialize(): any;
-    getClassName(): string;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SimpleMaterial;
-}
-export declare class SkyMaterial extends BABYLON.PushMaterial {
-    luminance: number;
-    turbidity: number;
-    rayleigh: number;
-    mieCoefficient: number;
-    mieDirectionalG: number;
-    distance: number;
-    inclination: number;
-    azimuth: number;
-    sunPosition: BABYLON.Vector3;
-    useSunPosition: boolean;
-    constructor(name: string, scene: BABYLON.Scene);
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    getAnimatables(): BABYLON.IAnimatable[];
-    dispose(forceDisposeEffect?: boolean): void;
-    clone(name: string): SkyMaterial;
-    serialize(): any;
-    getClassName(): string;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SkyMaterial;
-}
-export declare class TerrainMaterial extends BABYLON.PushMaterial {
-    mixTexture: BABYLON.BaseTexture;
-    diffuseTexture1: BABYLON.Texture;
-    diffuseTexture2: BABYLON.Texture;
-    diffuseTexture3: BABYLON.Texture;
-    bumpTexture1: BABYLON.Texture;
-    bumpTexture2: BABYLON.Texture;
-    bumpTexture3: BABYLON.Texture;
-    diffuseColor: BABYLON.Color3;
-    specularColor: BABYLON.Color3;
-    specularPower: number;
-    disableLighting: boolean;
-    maxSimultaneousLights: number;
-    constructor(name: string, scene: BABYLON.Scene);
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    getAnimatables(): BABYLON.IAnimatable[];
-    getActiveTextures(): BABYLON.BaseTexture[];
-    hasTexture(texture: BABYLON.BaseTexture): boolean;
-    dispose(forceDisposeEffect?: boolean): void;
-    clone(name: string): TerrainMaterial;
-    serialize(): any;
-    getClassName(): string;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TerrainMaterial;
-}
-export declare class TriPlanarMaterial extends BABYLON.PushMaterial {
-    mixTexture: BABYLON.BaseTexture;
-    diffuseTextureX: BABYLON.BaseTexture;
-    diffuseTextureY: BABYLON.BaseTexture;
-    diffuseTextureZ: BABYLON.BaseTexture;
-    normalTextureX: BABYLON.BaseTexture;
-    normalTextureY: BABYLON.BaseTexture;
-    normalTextureZ: BABYLON.BaseTexture;
-    tileSize: number;
-    diffuseColor: BABYLON.Color3;
-    specularColor: BABYLON.Color3;
-    specularPower: number;
-    disableLighting: boolean;
-    maxSimultaneousLights: number;
-    constructor(name: string, scene: BABYLON.Scene);
-    needAlphaBlending(): boolean;
-    needAlphaTesting(): boolean;
-    getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
-    isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
-    bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
-    getAnimatables(): BABYLON.IAnimatable[];
-    getActiveTextures(): BABYLON.BaseTexture[];
-    hasTexture(texture: BABYLON.BaseTexture): boolean;
-    dispose(forceDisposeEffect?: boolean): void;
-    clone(name: string): TriPlanarMaterial;
-    serialize(): any;
-    getClassName(): string;
-    static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TriPlanarMaterial;
-}
-export declare class WaterMaterial extends BABYLON.PushMaterial {
-        renderTargetSize: BABYLON.Vector2;
-        bumpTexture: BABYLON.BaseTexture;
+declare module BABYLON {
+    export class TriPlanarMaterial extends BABYLON.PushMaterial {
+        mixTexture: BABYLON.BaseTexture;
+        diffuseTextureX: BABYLON.BaseTexture;
+        diffuseTextureY: BABYLON.BaseTexture;
+        diffuseTextureZ: BABYLON.BaseTexture;
+        normalTextureX: BABYLON.BaseTexture;
+        normalTextureY: BABYLON.BaseTexture;
+        normalTextureZ: BABYLON.BaseTexture;
+        tileSize: number;
         diffuseColor: BABYLON.Color3;
         specularColor: BABYLON.Color3;
         specularPower: number;
         disableLighting: boolean;
         maxSimultaneousLights: number;
-        /**
-         * @param {number}: Represents the wind force
-         */
-        windForce: number;
-        /**
-         * @param {Vector2}: The direction of the wind in the plane (X, Z)
-         */
-        windDirection: BABYLON.Vector2;
-        /**
-         * @param {number}: Wave height, represents the height of the waves
-         */
-        waveHeight: number;
-        /**
-         * @param {number}: Bump height, represents the bump height related to the bump map
-         */
-        bumpHeight: number;
-        bumpSuperimpose: boolean;
-        fresnelSeparate: boolean;
-        bumpAffectsReflection: boolean;
-        /**
-         * @param {number}: The water color blended with the refraction (near)
-         */
-        waterColor: BABYLON.Color3;
-        /**
-         * @param {number}: The blend factor related to the water color
-         */
-        colorBlendFactor: number;
-        /**
-            * @param {number}: The water color blended with the reflection (far)
-            */
-        waterColor2: BABYLON.Color3;
-        /**
-            * @param {number}: The blend factor related to the water color (reflection, far)
-            */
-        colorBlendFactor2: number;
-        /**
-         * @param {number}: Represents the maximum length of a wave
-         */
-        waveLength: number;
-        /**
-         * @param {number}: Defines the waves speed
-         */
-        waveSpeed: number;
-        protected _renderTargets: BABYLON.SmartArray<BABYLON.RenderTargetTexture>;
-        /**
-            * Gets a boolean indicating that current material needs to register RTT
-            */
-        readonly hasRenderTargetTextures: boolean;
-        /**
-         * Constructor
-         */
-        constructor(name: string, scene: BABYLON.Scene, renderTargetSize?: BABYLON.Vector2);
-        useLogarithmicDepth: boolean;
-        readonly refractionTexture: BABYLON.Nullable<BABYLON.RenderTargetTexture>;
-        readonly reflectionTexture: BABYLON.Nullable<BABYLON.RenderTargetTexture>;
-        addToRenderList(node: any): void;
-        enableRenderTargets(enable: boolean): void;
-        getRenderList(): BABYLON.Nullable<BABYLON.AbstractMesh[]>;
-        readonly renderTargetsEnabled: boolean;
+        constructor(name: string, scene: BABYLON.Scene);
         needAlphaBlending(): boolean;
         needAlphaTesting(): boolean;
         getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
@@ -479,9 +425,93 @@ export declare class WaterMaterial extends BABYLON.PushMaterial {
         getActiveTextures(): BABYLON.BaseTexture[];
         hasTexture(texture: BABYLON.BaseTexture): boolean;
         dispose(forceDisposeEffect?: boolean): void;
-        clone(name: string): WaterMaterial;
+        clone(name: string): TriPlanarMaterial;
         serialize(): any;
         getClassName(): string;
-        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): WaterMaterial;
-        static CreateDefaultMesh(name: string, scene: BABYLON.Scene): BABYLON.Mesh;
+        static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TriPlanarMaterial;
+    }
+}
+declare module BABYLON {
+    export class WaterMaterial extends BABYLON.PushMaterial {
+            renderTargetSize: BABYLON.Vector2;
+            bumpTexture: BABYLON.BaseTexture;
+            diffuseColor: BABYLON.Color3;
+            specularColor: BABYLON.Color3;
+            specularPower: number;
+            disableLighting: boolean;
+            maxSimultaneousLights: number;
+            /**
+             * @param {number}: Represents the wind force
+             */
+            windForce: number;
+            /**
+             * @param {Vector2}: The direction of the wind in the plane (X, Z)
+             */
+            windDirection: BABYLON.Vector2;
+            /**
+             * @param {number}: Wave height, represents the height of the waves
+             */
+            waveHeight: number;
+            /**
+             * @param {number}: Bump height, represents the bump height related to the bump map
+             */
+            bumpHeight: number;
+            bumpSuperimpose: boolean;
+            fresnelSeparate: boolean;
+            bumpAffectsReflection: boolean;
+            /**
+             * @param {number}: The water color blended with the refraction (near)
+             */
+            waterColor: BABYLON.Color3;
+            /**
+             * @param {number}: The blend factor related to the water color
+             */
+            colorBlendFactor: number;
+            /**
+                * @param {number}: The water color blended with the reflection (far)
+                */
+            waterColor2: BABYLON.Color3;
+            /**
+                * @param {number}: The blend factor related to the water color (reflection, far)
+                */
+            colorBlendFactor2: number;
+            /**
+             * @param {number}: Represents the maximum length of a wave
+             */
+            waveLength: number;
+            /**
+             * @param {number}: Defines the waves speed
+             */
+            waveSpeed: number;
+            protected _renderTargets: BABYLON.SmartArray<BABYLON.RenderTargetTexture>;
+            /**
+                * Gets a boolean indicating that current material needs to register RTT
+                */
+            readonly hasRenderTargetTextures: boolean;
+            /**
+             * Constructor
+             */
+            constructor(name: string, scene: BABYLON.Scene, renderTargetSize?: BABYLON.Vector2);
+            useLogarithmicDepth: boolean;
+            readonly refractionTexture: BABYLON.Nullable<BABYLON.RenderTargetTexture>;
+            readonly reflectionTexture: BABYLON.Nullable<BABYLON.RenderTargetTexture>;
+            addToRenderList(node: any): void;
+            enableRenderTargets(enable: boolean): void;
+            getRenderList(): BABYLON.Nullable<BABYLON.AbstractMesh[]>;
+            readonly renderTargetsEnabled: boolean;
+            needAlphaBlending(): boolean;
+            needAlphaTesting(): boolean;
+            getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
+            isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
+            bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
+            getAnimatables(): BABYLON.IAnimatable[];
+            getActiveTextures(): BABYLON.BaseTexture[];
+            hasTexture(texture: BABYLON.BaseTexture): boolean;
+            dispose(forceDisposeEffect?: boolean): void;
+            clone(name: string): WaterMaterial;
+            serialize(): any;
+            getClassName(): string;
+            static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): WaterMaterial;
+            static CreateDefaultMesh(name: string, scene: BABYLON.Scene): BABYLON.Mesh;
+    }
 }

+ 1 - 1
dist/preview release/materialsLibrary/babylonjs.materials.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-materials"] = factory(require("babylonjs"));
 	else
-		root["MATLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylonjs.materials.js.map


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylonjs.materials.min.js


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/materialsLibrary/babylonjs.materials.min.js.map


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 999 - 907
dist/preview release/materialsLibrary/babylonjs.materials.module.d.ts


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.js.map


+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.asciiArtpostProcess.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-postProcessesLibrary"] = factory(require("babylonjs"));
 	else
-		root["POSTPROCESSLIBRARY"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.asciiArtpostProcess.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-postProcessesLibrary"] = factory(require("babylonjs"));
 	else
-		root["POSTPROCESSLIBRARY"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.asciiArtpostProcess.min.js.map


+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-postProcessesLibrary"] = factory(require("babylonjs"));
 	else
-		root["POSTPROCESSLIBRARY"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.js.map


+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-postProcessesLibrary"] = factory(require("babylonjs"));
 	else
-		root["POSTPROCESSLIBRARY"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js.map


+ 158 - 154
dist/preview release/postProcessesLibrary/babylonjs.postProcess.d.ts

@@ -1,159 +1,163 @@
 /*BabylonJS Postprocess library*/
 // Dependencies for this module:
 //   ../../../../Tools/Gulp/babylonjs
-/**
-    * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
-    *
-    * It basically takes care rendering the font front the given font size to a texture.
-    * This is used later on in the postprocess.
-    */
-export declare class AsciiArtFontTexture extends BABYLON.BaseTexture {
-        /**
-            * Gets the size of one char in the texture (each char fits in size * size space in the texture).
-            */
-        readonly charSize: number;
-        /**
-            * Create a new instance of the Ascii Art FontTexture class
-            * @param name the name of the texture
-            * @param font the font to use, use the W3C CSS notation
-            * @param text the caracter set to use in the rendering.
-            * @param scene the scene that owns the texture
-            */
-        constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
-        /**
-            * Clones the current AsciiArtTexture.
-            * @return the clone of the texture.
-            */
-        clone(): AsciiArtFontTexture;
-        /**
-            * Parses a json object representing the texture and returns an instance of it.
-            * @param source the source JSON representation
-            * @param scene the scene to create the texture for
-            * @return the parsed texture
-            */
-        static Parse(source: any, scene: BABYLON.Scene): AsciiArtFontTexture;
+declare module BABYLON {
+    /**
+        * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
+        *
+        * It basically takes care rendering the font front the given font size to a texture.
+        * This is used later on in the postprocess.
+        */
+    export class AsciiArtFontTexture extends BABYLON.BaseTexture {
+            /**
+                * Gets the size of one char in the texture (each char fits in size * size space in the texture).
+                */
+            readonly charSize: number;
+            /**
+                * Create a new instance of the Ascii Art FontTexture class
+                * @param name the name of the texture
+                * @param font the font to use, use the W3C CSS notation
+                * @param text the caracter set to use in the rendering.
+                * @param scene the scene that owns the texture
+                */
+            constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
+            /**
+                * Clones the current AsciiArtTexture.
+                * @return the clone of the texture.
+                */
+            clone(): AsciiArtFontTexture;
+            /**
+                * Parses a json object representing the texture and returns an instance of it.
+                * @param source the source JSON representation
+                * @param scene the scene to create the texture for
+                * @return the parsed texture
+                */
+            static Parse(source: any, scene: BABYLON.Scene): AsciiArtFontTexture;
+    }
+    /**
+        * Option available in the Ascii Art Post Process.
+        */
+    export interface IAsciiArtPostProcessOptions {
+            /**
+                * The font to use following the w3c font definition.
+                */
+            font?: string;
+            /**
+                * The character set to use in the postprocess.
+                */
+            characterSet?: string;
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile?: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal?: number;
+    }
+    /**
+        * AsciiArtPostProcess helps rendering everithing in Ascii Art.
+        *
+        * Simmply add it to your scene and let the nerd that lives in you have fun.
+        * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
+        */
+    export class AsciiArtPostProcess extends BABYLON.PostProcess {
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal: number;
+            /**
+                * Instantiates a new Ascii Art Post Process.
+                * @param name the name to give to the postprocess
+                * @camera the camera to apply the post process to.
+                * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
+                */
+            constructor(name: string, camera: BABYLON.Camera, options?: string | IAsciiArtPostProcessOptions);
+    }
 }
-/**
-    * Option available in the Ascii Art Post Process.
-    */
-export interface IAsciiArtPostProcessOptions {
-        /**
-            * The font to use following the w3c font definition.
-            */
-        font?: string;
-        /**
-            * The character set to use in the postprocess.
-            */
-        characterSet?: string;
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile?: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal?: number;
-}
-/**
-    * AsciiArtPostProcess helps rendering everithing in Ascii Art.
-    *
-    * Simmply add it to your scene and let the nerd that lives in you have fun.
-    * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
-    */
-export declare class AsciiArtPostProcess extends BABYLON.PostProcess {
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal: number;
-        /**
-            * Instantiates a new Ascii Art Post Process.
-            * @param name the name to give to the postprocess
-            * @camera the camera to apply the post process to.
-            * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
-            */
-        constructor(name: string, camera: BABYLON.Camera, options?: string | IAsciiArtPostProcessOptions);
-}
-/**
-    * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
-    *
-    * It basically takes care rendering the font front the given font size to a texture.
-    * This is used later on in the postprocess.
-    */
-export declare class DigitalRainFontTexture extends BABYLON.BaseTexture {
-        /**
-            * Gets the size of one char in the texture (each char fits in size * size space in the texture).
-            */
-        readonly charSize: number;
-        /**
-            * Create a new instance of the Digital Rain FontTexture class
-            * @param name the name of the texture
-            * @param font the font to use, use the W3C CSS notation
-            * @param text the caracter set to use in the rendering.
-            * @param scene the scene that owns the texture
-            */
-        constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
-        /**
-            * Clones the current DigitalRainFontTexture.
-            * @return the clone of the texture.
-            */
-        clone(): DigitalRainFontTexture;
-        /**
-            * Parses a json object representing the texture and returns an instance of it.
-            * @param source the source JSON representation
-            * @param scene the scene to create the texture for
-            * @return the parsed texture
-            */
-        static Parse(source: any, scene: BABYLON.Scene): DigitalRainFontTexture;
-}
-/**
-    * Option available in the Digital Rain Post Process.
-    */
-export interface IDigitalRainPostProcessOptions {
-        /**
-            * The font to use following the w3c font definition.
-            */
-        font?: string;
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile?: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal?: number;
-}
-/**
-    * DigitalRainPostProcess helps rendering everithing in digital rain.
-    *
-    * Simmply add it to your scene and let the nerd that lives in you have fun.
-    * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
-    */
-export declare class DigitalRainPostProcess extends BABYLON.PostProcess {
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal: number;
-        /**
-            * Instantiates a new Digital Rain Post Process.
-            * @param name the name to give to the postprocess
-            * @camera the camera to apply the post process to.
-            * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
-            */
-        constructor(name: string, camera: BABYLON.Camera, options?: string | IDigitalRainPostProcessOptions);
+declare module BABYLON {
+    /**
+        * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
+        *
+        * It basically takes care rendering the font front the given font size to a texture.
+        * This is used later on in the postprocess.
+        */
+    export class DigitalRainFontTexture extends BABYLON.BaseTexture {
+            /**
+                * Gets the size of one char in the texture (each char fits in size * size space in the texture).
+                */
+            readonly charSize: number;
+            /**
+                * Create a new instance of the Digital Rain FontTexture class
+                * @param name the name of the texture
+                * @param font the font to use, use the W3C CSS notation
+                * @param text the caracter set to use in the rendering.
+                * @param scene the scene that owns the texture
+                */
+            constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
+            /**
+                * Clones the current DigitalRainFontTexture.
+                * @return the clone of the texture.
+                */
+            clone(): DigitalRainFontTexture;
+            /**
+                * Parses a json object representing the texture and returns an instance of it.
+                * @param source the source JSON representation
+                * @param scene the scene to create the texture for
+                * @return the parsed texture
+                */
+            static Parse(source: any, scene: BABYLON.Scene): DigitalRainFontTexture;
+    }
+    /**
+        * Option available in the Digital Rain Post Process.
+        */
+    export interface IDigitalRainPostProcessOptions {
+            /**
+                * The font to use following the w3c font definition.
+                */
+            font?: string;
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile?: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal?: number;
+    }
+    /**
+        * DigitalRainPostProcess helps rendering everithing in digital rain.
+        *
+        * Simmply add it to your scene and let the nerd that lives in you have fun.
+        * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
+        */
+    export class DigitalRainPostProcess extends BABYLON.PostProcess {
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal: number;
+            /**
+                * Instantiates a new Digital Rain Post Process.
+                * @param name the name to give to the postprocess
+                * @camera the camera to apply the post process to.
+                * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
+                */
+            constructor(name: string, camera: BABYLON.Camera, options?: string | IDigitalRainPostProcessOptions);
+    }
 }

+ 1 - 1
dist/preview release/postProcessesLibrary/babylonjs.postProcess.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-postProcessesLibrary"] = factory(require("babylonjs"));
 	else
-		root["POSTPROCESSLIBRARY"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/postProcessesLibrary/babylonjs.postProcess.js.map


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js.map


+ 328 - 314
dist/preview release/postProcessesLibrary/babylonjs.postProcess.module.d.ts

@@ -2,330 +2,344 @@
 // Dependencies for this module:
 //   ../../../../Tools/Gulp/babylonjs
 
-export * from "babylonjs-postProcessLibrary/--/--/--/--/postProcessLibrary/build/src/asciiArt";
-export * from "babylonjs-postProcessLibrary/--/--/--/--/postProcessLibrary/build/src/digitalRain";
-
-export * from "babylonjs-postProcessLibrary/--/--/--/--/postProcessLibrary/build/src/asciiArt/asciiArtPostProcess";
-
-export * from "babylonjs-postProcessLibrary/--/--/--/--/postProcessLibrary/build/src/digitalRain/digitalRainPostProcess";
-
-import { BaseTexture, Nullable, Scene, PostProcess, Camera } from "babylonjs";
-/**
-    * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
-    *
-    * It basically takes care rendering the font front the given font size to a texture.
-    * This is used later on in the postprocess.
-    */
-export declare class AsciiArtFontTexture extends BaseTexture {
-        /**
-            * Gets the size of one char in the texture (each char fits in size * size space in the texture).
-            */
-        readonly charSize: number;
-        /**
-            * Create a new instance of the Ascii Art FontTexture class
-            * @param name the name of the texture
-            * @param font the font to use, use the W3C CSS notation
-            * @param text the caracter set to use in the rendering.
-            * @param scene the scene that owns the texture
-            */
-        constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
-        /**
-            * Clones the current AsciiArtTexture.
-            * @return the clone of the texture.
-            */
-        clone(): AsciiArtFontTexture;
-        /**
-            * Parses a json object representing the texture and returns an instance of it.
-            * @param source the source JSON representation
-            * @param scene the scene to create the texture for
-            * @return the parsed texture
-            */
-        static Parse(source: any, scene: Scene): AsciiArtFontTexture;
+declare module 'babylonjs-postProcessLibrary' {
+    export * from "babylonjs-postProcessLibrary/src/asciiArt";
+    export * from "babylonjs-postProcessLibrary/src/digitalRain";
 }
-/**
-    * Option available in the Ascii Art Post Process.
-    */
-export interface IAsciiArtPostProcessOptions {
-        /**
-            * The font to use following the w3c font definition.
-            */
-        font?: string;
-        /**
-            * The character set to use in the postprocess.
-            */
-        characterSet?: string;
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile?: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal?: number;
-}
-/**
-    * AsciiArtPostProcess helps rendering everithing in Ascii Art.
-    *
-    * Simmply add it to your scene and let the nerd that lives in you have fun.
-    * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
-    */
-export declare class AsciiArtPostProcess extends PostProcess {
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal: number;
-        /**
-            * Instantiates a new Ascii Art Post Process.
-            * @param name the name to give to the postprocess
-            * @camera the camera to apply the post process to.
-            * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
-            */
-        constructor(name: string, camera: Camera, options?: string | IAsciiArtPostProcessOptions);
+
+declare module 'babylonjs-postProcessLibrary/src/asciiArt' {
+    export * from "babylonjs-postProcessLibrary/src/asciiArt/asciiArtPostProcess";
 }
 
-import { BaseTexture, Nullable, Scene, PostProcess, Camera } from "babylonjs";
-/**
-    * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
-    *
-    * It basically takes care rendering the font front the given font size to a texture.
-    * This is used later on in the postprocess.
-    */
-export declare class DigitalRainFontTexture extends BaseTexture {
-        /**
-            * Gets the size of one char in the texture (each char fits in size * size space in the texture).
-            */
-        readonly charSize: number;
-        /**
-            * Create a new instance of the Digital Rain FontTexture class
-            * @param name the name of the texture
-            * @param font the font to use, use the W3C CSS notation
-            * @param text the caracter set to use in the rendering.
-            * @param scene the scene that owns the texture
-            */
-        constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
-        /**
-            * Clones the current DigitalRainFontTexture.
-            * @return the clone of the texture.
-            */
-        clone(): DigitalRainFontTexture;
-        /**
-            * Parses a json object representing the texture and returns an instance of it.
-            * @param source the source JSON representation
-            * @param scene the scene to create the texture for
-            * @return the parsed texture
-            */
-        static Parse(source: any, scene: Scene): DigitalRainFontTexture;
+declare module 'babylonjs-postProcessLibrary/src/digitalRain' {
+    export * from "babylonjs-postProcessLibrary/src/digitalRain/digitalRainPostProcess";
 }
-/**
-    * Option available in the Digital Rain Post Process.
-    */
-export interface IDigitalRainPostProcessOptions {
-        /**
-            * The font to use following the w3c font definition.
-            */
-        font?: string;
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile?: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal?: number;
+
+declare module 'babylonjs-postProcessLibrary/src/asciiArt/asciiArtPostProcess' {
+    import { BaseTexture, Nullable, Scene, PostProcess, Camera } from "babylonjs";
+    /**
+        * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
+        *
+        * It basically takes care rendering the font front the given font size to a texture.
+        * This is used later on in the postprocess.
+        */
+    export class AsciiArtFontTexture extends BaseTexture {
+            /**
+                * Gets the size of one char in the texture (each char fits in size * size space in the texture).
+                */
+            readonly charSize: number;
+            /**
+                * Create a new instance of the Ascii Art FontTexture class
+                * @param name the name of the texture
+                * @param font the font to use, use the W3C CSS notation
+                * @param text the caracter set to use in the rendering.
+                * @param scene the scene that owns the texture
+                */
+            constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
+            /**
+                * Clones the current AsciiArtTexture.
+                * @return the clone of the texture.
+                */
+            clone(): AsciiArtFontTexture;
+            /**
+                * Parses a json object representing the texture and returns an instance of it.
+                * @param source the source JSON representation
+                * @param scene the scene to create the texture for
+                * @return the parsed texture
+                */
+            static Parse(source: any, scene: Scene): AsciiArtFontTexture;
+    }
+    /**
+        * Option available in the Ascii Art Post Process.
+        */
+    export interface IAsciiArtPostProcessOptions {
+            /**
+                * The font to use following the w3c font definition.
+                */
+            font?: string;
+            /**
+                * The character set to use in the postprocess.
+                */
+            characterSet?: string;
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile?: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal?: number;
+    }
+    /**
+        * AsciiArtPostProcess helps rendering everithing in Ascii Art.
+        *
+        * Simmply add it to your scene and let the nerd that lives in you have fun.
+        * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
+        */
+    export class AsciiArtPostProcess extends PostProcess {
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal: number;
+            /**
+                * Instantiates a new Ascii Art Post Process.
+                * @param name the name to give to the postprocess
+                * @camera the camera to apply the post process to.
+                * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
+                */
+            constructor(name: string, camera: Camera, options?: string | IAsciiArtPostProcessOptions);
+    }
 }
-/**
-    * DigitalRainPostProcess helps rendering everithing in digital rain.
-    *
-    * Simmply add it to your scene and let the nerd that lives in you have fun.
-    * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
-    */
-export declare class DigitalRainPostProcess extends PostProcess {
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal: number;
-        /**
-            * Instantiates a new Digital Rain Post Process.
-            * @param name the name to give to the postprocess
-            * @camera the camera to apply the post process to.
-            * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
-            */
-        constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions);
+
+declare module 'babylonjs-postProcessLibrary/src/digitalRain/digitalRainPostProcess' {
+    import { BaseTexture, Nullable, Scene, PostProcess, Camera } from "babylonjs";
+    /**
+        * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
+        *
+        * It basically takes care rendering the font front the given font size to a texture.
+        * This is used later on in the postprocess.
+        */
+    export class DigitalRainFontTexture extends BaseTexture {
+            /**
+                * Gets the size of one char in the texture (each char fits in size * size space in the texture).
+                */
+            readonly charSize: number;
+            /**
+                * Create a new instance of the Digital Rain FontTexture class
+                * @param name the name of the texture
+                * @param font the font to use, use the W3C CSS notation
+                * @param text the caracter set to use in the rendering.
+                * @param scene the scene that owns the texture
+                */
+            constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
+            /**
+                * Clones the current DigitalRainFontTexture.
+                * @return the clone of the texture.
+                */
+            clone(): DigitalRainFontTexture;
+            /**
+                * Parses a json object representing the texture and returns an instance of it.
+                * @param source the source JSON representation
+                * @param scene the scene to create the texture for
+                * @return the parsed texture
+                */
+            static Parse(source: any, scene: Scene): DigitalRainFontTexture;
+    }
+    /**
+        * Option available in the Digital Rain Post Process.
+        */
+    export interface IDigitalRainPostProcessOptions {
+            /**
+                * The font to use following the w3c font definition.
+                */
+            font?: string;
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile?: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal?: number;
+    }
+    /**
+        * DigitalRainPostProcess helps rendering everithing in digital rain.
+        *
+        * Simmply add it to your scene and let the nerd that lives in you have fun.
+        * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
+        */
+    export class DigitalRainPostProcess extends PostProcess {
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal: number;
+            /**
+                * Instantiates a new Digital Rain Post Process.
+                * @param name the name to give to the postprocess
+                * @camera the camera to apply the post process to.
+                * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
+                */
+            constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions);
+    }
 }
 
 
 /*BabylonJS Postprocess library*/
 // Dependencies for this module:
 //   ../../../../Tools/Gulp/babylonjs
-/**
-    * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
-    *
-    * It basically takes care rendering the font front the given font size to a texture.
-    * This is used later on in the postprocess.
-    */
-export declare class AsciiArtFontTexture extends BABYLON.BaseTexture {
-        /**
-            * Gets the size of one char in the texture (each char fits in size * size space in the texture).
-            */
-        readonly charSize: number;
-        /**
-            * Create a new instance of the Ascii Art FontTexture class
-            * @param name the name of the texture
-            * @param font the font to use, use the W3C CSS notation
-            * @param text the caracter set to use in the rendering.
-            * @param scene the scene that owns the texture
-            */
-        constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
-        /**
-            * Clones the current AsciiArtTexture.
-            * @return the clone of the texture.
-            */
-        clone(): AsciiArtFontTexture;
-        /**
-            * Parses a json object representing the texture and returns an instance of it.
-            * @param source the source JSON representation
-            * @param scene the scene to create the texture for
-            * @return the parsed texture
-            */
-        static Parse(source: any, scene: BABYLON.Scene): AsciiArtFontTexture;
-}
-/**
-    * Option available in the Ascii Art Post Process.
-    */
-export interface IAsciiArtPostProcessOptions {
-        /**
-            * The font to use following the w3c font definition.
-            */
-        font?: string;
-        /**
-            * The character set to use in the postprocess.
-            */
-        characterSet?: string;
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile?: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal?: number;
-}
-/**
-    * AsciiArtPostProcess helps rendering everithing in Ascii Art.
-    *
-    * Simmply add it to your scene and let the nerd that lives in you have fun.
-    * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
-    */
-export declare class AsciiArtPostProcess extends BABYLON.PostProcess {
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the ascii art.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal: number;
-        /**
-            * Instantiates a new Ascii Art Post Process.
-            * @param name the name to give to the postprocess
-            * @camera the camera to apply the post process to.
-            * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
-            */
-        constructor(name: string, camera: BABYLON.Camera, options?: string | IAsciiArtPostProcessOptions);
-}
-/**
-    * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
-    *
-    * It basically takes care rendering the font front the given font size to a texture.
-    * This is used later on in the postprocess.
-    */
-export declare class DigitalRainFontTexture extends BABYLON.BaseTexture {
-        /**
-            * Gets the size of one char in the texture (each char fits in size * size space in the texture).
-            */
-        readonly charSize: number;
-        /**
-            * Create a new instance of the Digital Rain FontTexture class
-            * @param name the name of the texture
-            * @param font the font to use, use the W3C CSS notation
-            * @param text the caracter set to use in the rendering.
-            * @param scene the scene that owns the texture
-            */
-        constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
-        /**
-            * Clones the current DigitalRainFontTexture.
-            * @return the clone of the texture.
-            */
-        clone(): DigitalRainFontTexture;
-        /**
-            * Parses a json object representing the texture and returns an instance of it.
-            * @param source the source JSON representation
-            * @param scene the scene to create the texture for
-            * @return the parsed texture
-            */
-        static Parse(source: any, scene: BABYLON.Scene): DigitalRainFontTexture;
-}
-/**
-    * Option available in the Digital Rain Post Process.
-    */
-export interface IDigitalRainPostProcessOptions {
-        /**
-            * The font to use following the w3c font definition.
-            */
-        font?: string;
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile?: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal?: number;
+declare module BABYLON {
+    /**
+        * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
+        *
+        * It basically takes care rendering the font front the given font size to a texture.
+        * This is used later on in the postprocess.
+        */
+    export class AsciiArtFontTexture extends BABYLON.BaseTexture {
+            /**
+                * Gets the size of one char in the texture (each char fits in size * size space in the texture).
+                */
+            readonly charSize: number;
+            /**
+                * Create a new instance of the Ascii Art FontTexture class
+                * @param name the name of the texture
+                * @param font the font to use, use the W3C CSS notation
+                * @param text the caracter set to use in the rendering.
+                * @param scene the scene that owns the texture
+                */
+            constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
+            /**
+                * Clones the current AsciiArtTexture.
+                * @return the clone of the texture.
+                */
+            clone(): AsciiArtFontTexture;
+            /**
+                * Parses a json object representing the texture and returns an instance of it.
+                * @param source the source JSON representation
+                * @param scene the scene to create the texture for
+                * @return the parsed texture
+                */
+            static Parse(source: any, scene: BABYLON.Scene): AsciiArtFontTexture;
+    }
+    /**
+        * Option available in the Ascii Art Post Process.
+        */
+    export interface IAsciiArtPostProcessOptions {
+            /**
+                * The font to use following the w3c font definition.
+                */
+            font?: string;
+            /**
+                * The character set to use in the postprocess.
+                */
+            characterSet?: string;
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile?: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal?: number;
+    }
+    /**
+        * AsciiArtPostProcess helps rendering everithing in Ascii Art.
+        *
+        * Simmply add it to your scene and let the nerd that lives in you have fun.
+        * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
+        */
+    export class AsciiArtPostProcess extends BABYLON.PostProcess {
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the ascii art.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal: number;
+            /**
+                * Instantiates a new Ascii Art Post Process.
+                * @param name the name to give to the postprocess
+                * @camera the camera to apply the post process to.
+                * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
+                */
+            constructor(name: string, camera: BABYLON.Camera, options?: string | IAsciiArtPostProcessOptions);
+    }
 }
-/**
-    * DigitalRainPostProcess helps rendering everithing in digital rain.
-    *
-    * Simmply add it to your scene and let the nerd that lives in you have fun.
-    * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
-    */
-export declare class DigitalRainPostProcess extends BABYLON.PostProcess {
-        /**
-            * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToTile: number;
-        /**
-            * This defines the amount you want to mix the normal rendering pass in the digital rain.
-            * This number is defined between 0 and 1;
-            */
-        mixToNormal: number;
-        /**
-            * Instantiates a new Digital Rain Post Process.
-            * @param name the name to give to the postprocess
-            * @camera the camera to apply the post process to.
-            * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
-            */
-        constructor(name: string, camera: BABYLON.Camera, options?: string | IDigitalRainPostProcessOptions);
+declare module BABYLON {
+    /**
+        * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
+        *
+        * It basically takes care rendering the font front the given font size to a texture.
+        * This is used later on in the postprocess.
+        */
+    export class DigitalRainFontTexture extends BABYLON.BaseTexture {
+            /**
+                * Gets the size of one char in the texture (each char fits in size * size space in the texture).
+                */
+            readonly charSize: number;
+            /**
+                * Create a new instance of the Digital Rain FontTexture class
+                * @param name the name of the texture
+                * @param font the font to use, use the W3C CSS notation
+                * @param text the caracter set to use in the rendering.
+                * @param scene the scene that owns the texture
+                */
+            constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
+            /**
+                * Clones the current DigitalRainFontTexture.
+                * @return the clone of the texture.
+                */
+            clone(): DigitalRainFontTexture;
+            /**
+                * Parses a json object representing the texture and returns an instance of it.
+                * @param source the source JSON representation
+                * @param scene the scene to create the texture for
+                * @return the parsed texture
+                */
+            static Parse(source: any, scene: BABYLON.Scene): DigitalRainFontTexture;
+    }
+    /**
+        * Option available in the Digital Rain Post Process.
+        */
+    export interface IDigitalRainPostProcessOptions {
+            /**
+                * The font to use following the w3c font definition.
+                */
+            font?: string;
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile?: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal?: number;
+    }
+    /**
+        * DigitalRainPostProcess helps rendering everithing in digital rain.
+        *
+        * Simmply add it to your scene and let the nerd that lives in you have fun.
+        * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
+        */
+    export class DigitalRainPostProcess extends BABYLON.PostProcess {
+            /**
+                * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToTile: number;
+            /**
+                * This defines the amount you want to mix the normal rendering pass in the digital rain.
+                * This number is defined between 0 and 1;
+                */
+            mixToNormal: number;
+            /**
+                * Instantiates a new Digital Rain Post Process.
+                * @param name the name to give to the postprocess
+                * @camera the camera to apply the post process to.
+                * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
+                */
+            constructor(name: string, camera: BABYLON.Camera, options?: string | IDigitalRainPostProcessOptions);
+    }
 }

+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
 	else
-		root["PROCEDURALTEXTURESLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.js.map


+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
 	else
-		root["PROCEDURALTEXTURESLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.min.js.map


+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
 	else
-		root["PROCEDURALTEXTURESLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.js.map


+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
 	else
-		root["PROCEDURALTEXTURESLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.min.js.map


+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
 	else
-		root["PROCEDURALTEXTURESLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.js.map


+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
 	else
-		root["PROCEDURALTEXTURESLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.min.js.map


+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
 	else
-		root["PROCEDURALTEXTURESLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.js.map


+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.min.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
 	else
-		root["PROCEDURALTEXTURESLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.min.js.map


+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.marbleProceduralTexture.js

@@ -6,7 +6,7 @@
 	else if(typeof exports === 'object')
 		exports["babylonjs-procedural-textures"] = factory(require("babylonjs"));
 	else
-		root["PROCEDURALTEXTURESLIB"] = factory(root["BABYLON"]);
+		root["BABYLON"] = factory(root["BABYLON"]);
 })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
 return /******/ (function(modules) { // webpackBootstrap
 /******/ 	// The module cache

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.marbleProceduralTexture.js.map


+ 0 - 0
dist/preview release/proceduralTexturesLibrary/babylon.marbleProceduralTexture.min.js


Daži faili netika attēloti, jo izmaiņu fails ir pārāk liels