@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.
143 lines (139 loc) • 4.17 kB
JavaScript
import { S as ShaderStore } from './index-FzOfPXLV.esm.js';
import './backgroundUboDeclaration-BZB91-GW.esm.js';
import './helperFunctions-CLFdU2UC.esm.js';
import './bakedVertexAnimation-D5Wmzm8F.esm.js';
import './instancesDeclaration-D6f54GuO.esm.js';
import './clipPlaneVertex-wC8bw87F.esm.js';
import './logDepthVertex-D7mEQN_F.esm.js';
import './shadowsVertex-DGNF9E87.esm.js';
import './logDepthDeclaration-CD9elcsa.esm.js';
import './sceneUboDeclaration-CeGVxetF.esm.js';
// Do not edit.
const name$1 = "backgroundVertexDeclaration";
const shader$1 = `uniform mat4 view;uniform mat4 viewProjection;
uniform mat4 viewProjectionR;
uniform float shadowLevel;
uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
uniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;uniform float fFovMultiplier;
uniform float pointSize;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$1]) {
ShaderStore.IncludesShadersStore[name$1] = shader$1;
}
// Do not edit.
const name = "backgroundVertexShader";
const shader = `precision highp float;
attribute vec3 position;
attribute vec3 normal;
varying vec3 vPositionW;
varying vec3 vNormalW;
attribute vec2 uv;
attribute vec2 uv2;
varying vec2 vMainUV1;
varying vec2 vMainUV2;
varying vec2 vDiffuseUV;
varying vec3 vPositionUVW;
varying vec3 vDirectionW;
void main(void) {
vPositionUVW=position;
if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*finalWorld*vec4(position,1.0);} else {gl_Position=viewProjectionR*finalWorld*vec4(position,1.0);}
gl_Position=viewProjection*finalWorld*vec4(position,1.0);
vec4 worldPos=finalWorld*vec4(position,1.0);vPositionW=vec3(worldPos);
mat3 normalWorld=mat3(finalWorld);
normalWorld=transposeMat3(inverseMat3(normalWorld));
vNormalW=normalize(normalWorld*normal);
vDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));
mat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));vec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vDirectionW=normalize(segment);} else {vDirectionW=normalize(vDirectionW+(vDirectionW-segment));}
vec2 uv=vec2(0.,0.);
vec2 uv2=vec2(0.,0.);
vMainUV1=uv;
vMainUV2=uv2;
if (vDiffuseInfos.x==0.)
{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}
else
{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}
vColor=colorUpdated;
gl_PointSize=pointSize;
}
`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
const backgroundVertexShader = { name, shader };
export { backgroundVertexShader };
//# sourceMappingURL=background.vertex-Cp84WggL.esm.js.map