@babylonjs/viewer
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The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.
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JavaScript
import{S as e}from"./index-Bw2N6w1y.esm.min.js";import"./backgroundUboDeclaration-hY2GeKak.esm.min.js";import"./helperFunctions-BD2JDv1s.esm.min.js";import"./bonesVertex-BETztxWu.esm.min.js";import"./bakedVertexAnimation-C76-HDZc.esm.min.js";import"./instancesDeclaration-DrjSuS-6.esm.min.js";import"./clipPlaneVertex-Ccib0o3Q.esm.min.js";import"./logDepthVertex-C70dZvsO.esm.min.js";import"./shadowsVertex-BdIfZ6ea.esm.min.js";import"./logDepthDeclaration-gvQQD7z7.esm.min.js";import"./sceneUboDeclaration-Bfi1TSBE.esm.min.js";const n="backgroundVertexShader",i="#include<backgroundUboDeclaration>\n#include<helperFunctions>\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif\n#ifdef MAINUV2\nvarying vMainUV2: vec2f;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vDiffuseUV: vec2f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=input.position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);} else {vertexOutputs.position=scene.viewProjectionR*finalWorld* vec4f(input.position,1.0);}\n#else\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);\n#endif\nvar worldPos: vec4f=finalWorld* vec4f(input.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvar normalWorld: mat3x3f=mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*input.normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(input.position,0.0)).xyz);\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nvar screenToWorld: mat3x3f=inverseMat3( mat3x3f(finalWorld*scene.viewProjection));var segment: vec3f=mix(vertexOutputs.vDirectionW,screenToWorld* vec3f(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vertexOutputs.vDirectionW=normalize(segment);} else {vertexOutputs.vDirectionW=normalize(vertexOutputs.vDirectionW+(vertexOutputs.vDirectionW-segment));}\n#endif\n#endif\n#ifndef UV1\nvar uv: vec2f=vec2f(0.,0.);\n#else\nvar uv=input.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f=vec2f(0.,0.);\n#else\nvar uv2=input.uv2;\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvertexOutputs.vColor=vertexInputs.color;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";e.ShadersStoreWGSL[n]||(e.ShadersStoreWGSL[n]=i);const t={name:n,shader:i};export{t as backgroundVertexShaderWGSL};
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