@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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JavaScript
/* eslint-disable import/no-internal-modules */
export * from "./boundingBoxRenderer.js";
export * from "./depthRenderer.js";
export * from "./depthRendererSceneComponent.js";
export * from "./depthPeelingRenderer.js";
export * from "./depthPeelingSceneComponent.js";
export * from "./edgesRenderer.js";
export * from "./geometryBufferRenderer.js";
export * from "./geometryBufferRendererSceneComponent.js";
export * from "./iblCdfGenerator.js";
export * from "./iblCdfGeneratorSceneComponent.js";
export * from "./IBLShadows/iblShadowsRenderPipeline.js";
export * from "./prePassRenderer.js";
export * from "./prePassRendererSceneComponent.js";
export * from "./subSurfaceSceneComponent.js";
export * from "./outlineRenderer.js";
export * from "./renderingGroup.js";
export * from "./renderingManager.js";
export * from "./utilityLayerRenderer.js";
export * from "./fluidRenderer/index.js";
export * from "./reflectiveShadowMap.js";
export * from "./objectRenderer.js";
export * from "./GlobalIllumination/index.js";
// Depth
export * from "../Shaders/depth.fragment.js";
export * from "../Shaders/depth.vertex.js";
export * from "../ShadersWGSL/depth.fragment.js";
export * from "../ShadersWGSL/depth.vertex.js";
// Geometry
export * from "../Shaders/geometry.fragment.js";
export * from "../Shaders/geometry.vertex.js";
export * from "../ShadersWGSL/geometry.fragment.js";
export * from "../ShadersWGSL/geometry.vertex.js";
// Bounding Box Renderer
export * from "../Shaders/boundingBoxRenderer.fragment.js";
export * from "../Shaders/boundingBoxRenderer.vertex.js";
export * from "../ShadersWGSL/boundingBoxRenderer.fragment.js";
export * from "../ShadersWGSL/boundingBoxRenderer.vertex.js";
// Edges Renderer
export * from "../Shaders/line.fragment.js";
export * from "../Shaders/line.vertex.js";
export * from "../ShadersWGSL/line.fragment.js";
export * from "../ShadersWGSL/line.vertex.js";
// Outline Renderer
export * from "../Shaders/outline.fragment.js";
export * from "../Shaders/outline.vertex.js";
export * from "../ShadersWGSL/outline.fragment.js";
export * from "../ShadersWGSL/outline.vertex.js";
// IBL Shadows
export * from "../Shaders/copyTexture3DLayerToTexture.fragment.js";
export * from "../ShadersWGSL/copyTexture3DLayerToTexture.fragment.js";
export * from "../Shaders/iblShadowVoxelTracing.fragment.js";
export * from "../ShadersWGSL/iblShadowVoxelTracing.fragment.js";
export * from "../Shaders/iblShadowDebug.fragment.js";
export * from "../ShadersWGSL/iblShadowDebug.fragment.js";
export * from "../ShadersWGSL/iblShadowSpatialBlur.fragment.js";
export * from "../Shaders/iblShadowSpatialBlur.fragment.js";
export * from "../ShadersWGSL/iblShadowAccumulation.fragment.js";
export * from "../Shaders/iblShadowAccumulation.fragment.js";
export * from "../Shaders/iblShadowsCombine.fragment.js";
export * from "../ShadersWGSL/iblShadowsCombine.fragment.js";
export * from "../ShadersWGSL/iblCombineVoxelGrids.fragment.js";
export * from "../Shaders/iblCombineVoxelGrids.fragment.js";
export * from "../Shaders/iblGenerateVoxelMip.fragment.js";
export * from "../ShadersWGSL/iblGenerateVoxelMip.fragment.js";
export * from "../Shaders/iblShadowGBufferDebug.fragment.js";
export * from "../ShadersWGSL/iblShadowGBufferDebug.fragment.js";
export * from "../ShadersWGSL/iblCdfx.fragment.js";
export * from "../Shaders/iblCdfx.fragment.js";
export * from "../ShadersWGSL/iblCdfy.fragment.js";
export * from "../Shaders/iblCdfy.fragment.js";
export * from "../ShadersWGSL/iblIcdf.fragment.js";
export * from "../Shaders/iblIcdf.fragment.js";
export * from "../ShadersWGSL/iblCdfDebug.fragment.js";
export * from "../Shaders/iblCdfDebug.fragment.js";
export * from "../ShadersWGSL/iblScaledLuminance.fragment.js";
export * from "../Shaders/iblScaledLuminance.fragment.js";
export * from "../Shaders/iblVoxelGrid2dArrayDebug.fragment.js";
export * from "../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js";
export * from "../Shaders/iblVoxelGrid.fragment.js";
export * from "../Shaders/iblVoxelGrid.vertex.js";
export * from "../ShadersWGSL/iblVoxelGrid.fragment.js";
export * from "../ShadersWGSL/iblVoxelGrid.vertex.js";
export * from "../Shaders/iblVoxelGrid3dDebug.fragment.js";
export * from "../ShadersWGSL/iblVoxelGrid3dDebug.fragment.js";
export * from "../Shaders/iblVoxelSlabDebug.vertex.js";
export * from "../Shaders/iblVoxelSlabDebug.fragment.js";
export * from "../ShadersWGSL/iblVoxelSlabDebug.vertex.js";
export * from "../ShadersWGSL/iblVoxelSlabDebug.fragment.js";
// Depth Peeling Renderer
export * from "../Shaders/oitBackBlend.fragment.js";
export * from "../Shaders/oitFinal.fragment.js";
export * from "../ShadersWGSL/oitBackBlend.fragment.js";
export * from "../ShadersWGSL/oitFinal.fragment.js";
//# sourceMappingURL=index.js.map