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@@ -374,7 +374,7 @@ interface MSStyleCSSProperties {
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}
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interface Navigator {
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getVRDevices: () => any;
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- mozGetVRDevices: (any) => any;
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+ mozGetVRDevices: (any: any) => any;
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isCocoonJS: boolean;
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}
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interface Screen {
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@@ -1878,6 +1878,20 @@ declare module BABYLON {
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}
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}
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declare module BABYLON {
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+ class VRCamera extends FreeCamera {
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+ private _leftCamera;
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+ private _rightCamera;
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+ private _offsetOrientation;
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+ private _deviceOrientationHandler;
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+ constructor(name: string, position: Vector3, scene: Scene, compensateDistorsion?: boolean);
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+ _update(): void;
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+ _updateCamera(camera: FreeCamera): void;
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+ _onOrientationEvent(evt: DeviceOrientationEvent): void;
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+ attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
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+ detachControl(element: HTMLElement): void;
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+ }
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+}
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+declare module BABYLON {
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class VRDeviceOrientationFreeCamera extends FreeCamera {
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_alpha: number;
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_beta: number;
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@@ -3782,7 +3796,7 @@ declare module BABYLON {
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_delayInfo: any;
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private _indexBuffer;
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_boundingInfo: BoundingInfo;
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- _delayLoadingFunction: (any, Geometry) => void;
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+ _delayLoadingFunction: (any: any, geometry: Geometry) => void;
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constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
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getScene(): Scene;
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getEngine(): Engine;
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@@ -4012,7 +4026,7 @@ declare module BABYLON {
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private _onBeforeRenderCallbacks;
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private _onAfterRenderCallbacks;
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_delayInfo: any;
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- _delayLoadingFunction: (any, Mesh) => void;
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+ _delayLoadingFunction: (any: any, mesh: Mesh) => void;
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_visibleInstances: any;
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private _renderIdForInstances;
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private _batchCache;
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@@ -4717,8 +4731,9 @@ declare module BABYLON {
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private _distortion;
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private _highlightsGain;
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private _highlightsThreshold;
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- private _dofDepth;
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+ private _dofDistance;
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private _dofAperture;
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+ private _dofDarken;
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private _dofPentagon;
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private _blurNoise;
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/**
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@@ -4731,11 +4746,12 @@ declare module BABYLON {
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* distortion: number; // from 0 to x (1 for realism)
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* grain_amount: number; // from 0 to 1
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* grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
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- * dof_focus_depth: number; // depth-of-field: focus depth; unset to disable (disabled by default)
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+ * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
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* dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
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+ * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
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* dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
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- * dof_gain: number; // depth-of-field: depthOfField gain; unset to disable (disabled by default)
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- * dof_threshold: number; // depth-of-field: depthOfField threshold (default: 1)
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+ * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
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+ * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
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* blur_noise: boolean; // add a little bit of noise to the blur (default: true)
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* }
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* Note: if an effect parameter is unset, effect is disabled
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@@ -4755,9 +4771,10 @@ declare module BABYLON {
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disableChromaticAberration(): void;
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setEdgeDistortion(amount: number): void;
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disableEdgeDistortion(): void;
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- setFocusDepth(amount: number): void;
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+ setFocusDistance(amount: number): void;
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disableDepthOfField(): void;
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setAperture(amount: number): void;
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+ setDarkenOutOfFocus(amount: number): void;
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enablePentagonBokeh(): void;
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disablePentagonBokeh(): void;
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enableNoiseBlur(): void;
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@@ -4783,10 +4800,10 @@ declare module BABYLON {
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declare module BABYLON {
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class PostProcess {
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name: string;
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- onApply: (Effect) => void;
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- onBeforeRender: (Effect) => void;
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+ onApply: (effect: Effect) => void;
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+ onBeforeRender: (effect: Effect) => void;
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onSizeChanged: () => void;
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- onActivate: (Camera) => void;
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+ onActivate: (camera: Camera) => void;
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width: number;
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height: number;
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renderTargetSamplingMode: number;
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@@ -4954,6 +4971,11 @@ declare module BABYLON {
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*/
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mesh: Mesh;
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/**
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+ * Set to true to use the diffuseColor instead of the diffuseTexture
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+ * @type {boolean}
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+ */
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+ useDiffuseColor: boolean;
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+ /**
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* Array containing the excluded meshes not rendered in the internal pass
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*/
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excludedMeshes: AbstractMesh[];
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@@ -5241,7 +5263,7 @@ declare module BABYLON {
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}
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declare module BABYLON.Internals {
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class AndOrNotEvaluator {
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- static Eval(query: string, evaluateCallback: (val) => boolean): boolean;
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+ static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
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private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
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private static _SimplifyNegation(booleanString);
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}
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@@ -5344,7 +5366,7 @@ declare module BABYLON {
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private idbFactory;
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static IsUASupportingBlobStorage: boolean;
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static IDBStorageEnabled: boolean;
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- constructor(urlToScene: string, callbackManifestChecked: (boolean) => any);
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+ constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any);
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static parseURL: (url: string) => string;
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static ReturnFullUrlLocation: (url: string) => string;
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checkManifestFile(): void;
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