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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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export * from "./anaglyphPostProcess"; export * from "./blackAndWhitePostProcess"; export * from "./bloomEffect"; export * from "./bloomMergePostProcess"; export * from "./blurPostProcess"; export * from "./chromaticAberrationPostProcess"; export * from "./circleOfConfusionPostProcess"; export * from "./colorCorrectionPostProcess"; export * from "./convolutionPostProcess"; export * from "./depthOfFieldBlurPostProcess"; export * from "./depthOfFieldEffect"; export * from "./depthOfFieldMergePostProcess"; export * from "./displayPassPostProcess"; export * from "./extractHighlightsPostProcess"; export * from "./filterPostProcess"; export * from "./fxaaPostProcess"; export * from "./grainPostProcess"; export * from "./highlightsPostProcess"; export * from "./imageProcessingPostProcess"; export * from "./motionBlurPostProcess"; export * from "./passPostProcess"; export * from "./postProcess"; export * from "./postProcessManager"; export * from "./refractionPostProcess"; export * from "./RenderPipeline/index"; export * from "./sharpenPostProcess"; export * from "./stereoscopicInterlacePostProcess"; export * from "./tonemapPostProcess"; export * from "./volumetricLightScatteringPostProcess"; export * from "./vrDistortionCorrectionPostProcess"; export * from "./vrMultiviewToSingleviewPostProcess"; export * from "./screenSpaceReflectionPostProcess"; export * from "./screenSpaceCurvaturePostProcess"; export * from "./thinAnaglyphPostProcess"; export * from "./thinBlackAndWhitePostProcess"; export * from "./thinBloomEffect"; export * from "./thinBlurPostProcess"; export * from "./thinChromaticAberrationPostProcess"; export * from "./thinCircleOfConfusionPostProcess"; export * from "./thinDepthOfFieldEffect"; export * from "./thinExtractHighlightsPostProcess"; export * from "./thinPassPostProcess"; export * from "../Shaders/postprocess.vertex"; export * from "../ShadersWGSL/postprocess.vertex"; export * from "../Shaders/kernelBlur.fragment"; export * from "../Shaders/kernelBlur.vertex"; export * from "../ShadersWGSL/kernelBlur.fragment"; export * from "../ShadersWGSL/kernelBlur.vertex"; export * from "../Shaders/pass.fragment"; export * from "../Shaders/passCube.fragment"; export * from "../ShadersWGSL/pass.fragment"; export * from "../ShadersWGSL/passCube.fragment"; export * from "../Shaders/vrDistortionCorrection.fragment"; export * from "../ShadersWGSL/vrDistortionCorrection.fragment"; export * from "../ShadersWGSL/imageProcessing.fragment"; export * from "../Shaders/imageProcessing.fragment"; export * from "../Shaders/sharpen.fragment"; export * from "../ShadersWGSL/sharpen.fragment"; export * from "../Shaders/grain.fragment"; export * from "../ShadersWGSL/grain.fragment"; export * from "../Shaders/chromaticAberration.fragment"; export * from "../ShadersWGSL/chromaticAberration.fragment"; export * from "../Shaders/depthOfFieldMerge.fragment"; export * from "../ShadersWGSL/depthOfFieldMerge.fragment"; export * from "../Shaders/circleOfConfusion.fragment"; export * from "../ShadersWGSL/circleOfConfusion.fragment"; export * from "../Shaders/bloomMerge.fragment"; export * from "../ShadersWGSL/bloomMerge.fragment"; export * from "../Shaders/extractHighlights.fragment"; export * from "../ShadersWGSL/extractHighlights.fragment"; export * from "../Shaders/fxaa.fragment"; export * from "../Shaders/fxaa.vertex"; export * from "../ShadersWGSL/fxaa.fragment"; export * from "../ShadersWGSL/fxaa.vertex"; export * from "../Shaders/blackAndWhite.fragment"; export * from "../ShadersWGSL/blackAndWhite.fragment"; export * from "../Shaders/anaglyph.fragment"; export * from "../ShadersWGSL/anaglyph.fragment"; export * from "../Shaders/convolution.fragment"; export * from "../ShadersWGSL/convolution.fragment"; export * from "../Shaders/colorCorrection.fragment"; export * from "../ShadersWGSL/colorCorrection.fragment"; export * from "../Shaders/motionBlur.fragment"; export * from "../ShadersWGSL/motionBlur.fragment"; export * from "../Shaders/filter.fragment"; export * from "../ShadersWGSL/filter.fragment"; export * from "../Shaders/highlights.fragment"; export * from "../ShadersWGSL/highlights.fragment"; export * from "../Shaders/displayPass.fragment"; export * from "../ShadersWGSL/displayPass.fragment"; export * from "../Shaders/tonemap.fragment"; export * from "../ShadersWGSL/tonemap.fragment";