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Assign some missing category JSDoc tags (#7528)
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src/extras/gizmo/constants.js

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@@ -18,54 +18,62 @@ export const GIZMOSPACE_WORLD = 'world';
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* Gizmo axis for the line X.
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*
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* @type {string}
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* @category Gizmo
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*/
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export const GIZMOAXIS_X = 'x';
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/**
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* Gizmo axis for the line Y.
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*
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* @type {string}
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* @category Gizmo
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*/
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export const GIZMOAXIS_Y = 'y';
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/**
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* Gizmo axis for the line Z.
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*
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* @type {string}
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* @category Gizmo
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*/
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export const GIZMOAXIS_Z = 'z';
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/**
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* Gizmo axis for the plane YZ.
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*
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* @type {string}
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* @category Gizmo
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*/
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export const GIZMOAXIS_YZ = 'yz';
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/**
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* Gizmo axis for the plane XZ.
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*
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* @type {string}
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* @category Gizmo
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*/
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export const GIZMOAXIS_XZ = 'xz';
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/**
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* Gizmo axis for the plane XY.
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*
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* @type {string}
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* @category Gizmo
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*/
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export const GIZMOAXIS_XY = 'xy';
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/**
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* Gizmo axis for all directions XYZ.
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*
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* @type {string}
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* @category Gizmo
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*/
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export const GIZMOAXIS_XYZ = 'xyz';
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/**
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* Gizmo axis for facing the camera (facing the camera).
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*
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* @type {string}
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* @category Gizmo
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*/
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export const GIZMOAXIS_FACE = 'face';

src/extras/render-passes/constants.js

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@@ -2,6 +2,7 @@
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* SSAO is disabled.
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*
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* @type {string}
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* @category Graphics
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*/
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export const SSAOTYPE_NONE = 'none';
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@@ -11,6 +12,7 @@ export const SSAOTYPE_NONE = 'none';
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* obstructed, enhancing realism.
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*
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* @type {string}
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* @category Graphics
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*/
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export const SSAOTYPE_LIGHTING = 'lighting';
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@@ -20,5 +22,6 @@ export const SSAOTYPE_LIGHTING = 'lighting';
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* this may sacrifice some realism, it can be advantageous for achieving specific artistic styles.
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*
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* @type {string}
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* @category Graphics
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*/
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export const SSAOTYPE_COMBINE = 'combine';

src/framework/anim/controller/anim-blend-tree-1d.js

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@@ -9,6 +9,8 @@ import { AnimBlendTree } from './anim-blend-tree.js';
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/**
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* An AnimBlendTree that calculates its weights using a 1D algorithm based on the thesis
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* http://runevision.com/thesis/rune_skovbo_johansen_thesis.pdf Chapter 6.
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*
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* @category Animation
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*/
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class AnimBlendTree1D extends AnimBlendTree {
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/**

src/framework/anim/controller/anim-blend-tree-2d-cartesian.js

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@@ -6,6 +6,8 @@ import { AnimBlendTree } from './anim-blend-tree.js';
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/**
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* An AnimBlendTree that calculates its weights using a 2D Cartesian algorithm based on the thesis
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* http://runevision.com/thesis/rune_skovbo_johansen_thesis.pdf Chapter 6 Section 3.
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*
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* @category Animation
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*/
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class AnimBlendTreeCartesian2D extends AnimBlendTree {
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static _p = new Vec2();

src/framework/anim/controller/anim-blend-tree-2d-directional.js

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@@ -6,6 +6,8 @@ import { AnimBlendTree } from './anim-blend-tree.js';
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/**
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* An AnimBlendTree that calculates its weights using a 2D directional algorithm based on the thesis
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* http://runevision.com/thesis/rune_skovbo_johansen_thesis.pdf Chapter 6.
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*
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* @category Animation
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*/
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class AnimBlendTreeDirectional2D extends AnimBlendTree {
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static _p = new Vec2();

src/framework/anim/controller/anim-blend-tree-direct.js

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@@ -2,6 +2,8 @@ import { AnimBlendTree } from './anim-blend-tree.js';
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/**
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* An AnimBlendTree that calculates normalized weight values based on the total weight.
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*
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* @category Animation
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*/
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class AnimBlendTreeDirect extends AnimBlendTree {
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calculateWeights() {

src/framework/anim/controller/anim-blend-tree.js

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@@ -10,6 +10,8 @@ import { AnimNode } from './anim-node.js';
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* be the child of other AnimBlendTrees, in order to create a hierarchy of AnimNodes. It takes a
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* blend type as an argument which defines which function should be used to determine the weights
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* of each of its children, based on the current parameter value.
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*
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* @category Animation
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*/
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class AnimBlendTree extends AnimNode {
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/**

src/framework/anim/controller/anim-node.js

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@@ -9,6 +9,8 @@ import { Vec2 } from '../../../core/math/vec2.js';
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* AnimNodes are used to represent a single animation track in the current state. Each state can
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* contain multiple AnimNodes, in which case they are stored in a BlendTree hierarchy, which will
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* control the weight (contribution to the states final animation) of its child AnimNodes.
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*
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* @category Animation
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*/
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class AnimNode {
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/**

src/framework/anim/controller/anim-state.js

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@@ -19,6 +19,8 @@ import { AnimNode } from './anim-node.js';
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* to animate the {@link Entity} while the state is active. An AnimState will stay active and play
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* as long as there is no {@link AnimTransition} with its conditions met that has that AnimState
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* as its source state.
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*
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* @category Animation
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*/
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class AnimState {
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/** @private */

src/framework/anim/controller/anim-transition.js

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@@ -7,6 +7,8 @@ import {
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* each frame, the controller tests to see if any of the AnimTransitions have the current AnimState
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* as their source (from) state. If so and the AnimTransitions parameter based conditions are met,
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* the controller will transition to the destination state.
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*
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* @category Animation
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*/
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class AnimTransition {
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/**

src/platform/graphics/constants.js

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@@ -1599,6 +1599,7 @@ export const STENCILOP_INVERT = 7;
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* The texture is not in a locked state.
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*
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* @type {number}
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* @category Graphics
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*/
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export const TEXTURELOCK_NONE = 0;
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src/platform/graphics/uniform-buffer-format.js

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@@ -42,6 +42,8 @@ uniformTypeToNumComponents[UNIFORMTYPE_UVEC4] = 4;
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/**
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* A class storing description of an individual uniform, stored inside a uniform buffer.
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*
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* @category Graphics
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*/
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class UniformFormat {
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/**
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/**
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* A descriptor that defines the layout of of data inside the uniform buffer.
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*
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* @category Graphics
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*/
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class UniformBufferFormat {
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/**

src/scene/constants.js

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@@ -322,7 +322,10 @@ export const lightFalloffNames = {
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*/
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export const SHADOW_PCF3_32F = 0;
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/** @deprecated */
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/**
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* @deprecated
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* @ignore
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*/
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export const SHADOW_PCF3 = 0; // alias for SHADOW_PCF3_32F for backwards compatibility
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/**
@@ -336,7 +339,10 @@ export const SHADOW_PCF3 = 0; // alias for SHADOW_PCF3_32F for backwards compati
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*/
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export const SHADOW_VSM_16F = 2;
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339-
/** @deprecated */
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/**
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* @deprecated
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* @ignore
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*/
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export const SHADOW_VSM16 = 2; // alias for SHADOW_VSM_16F for backwards compatibility
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/**
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*/
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export const SHADOW_VSM_32F = 3;
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353-
/** @deprecated */
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/**
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* @deprecated
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* @ignore
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*/
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export const SHADOW_VSM32 = 3; // alias for SHADOW_VSM_32F for backwards compatibility
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/**
@@ -362,7 +371,10 @@ export const SHADOW_VSM32 = 3; // alias for SHADOW_VSM_32F for backwards compati
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*/
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export const SHADOW_PCF5_32F = 4;
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365-
/** @deprecated */
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/**
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* @deprecated
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* @ignore
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*/
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export const SHADOW_PCF5 = 4; // alias for SHADOW_PCF5_32F for backwards compatibility
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/**
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*/
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export const SHADOW_PCF1_32F = 5;
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377-
/** @deprecated */
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/**
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* @deprecated
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* @ignore
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*/
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export const SHADOW_PCF1 = 5; // alias for SHADOW_PCF1_32F for backwards compatibility
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/**

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