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@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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import { S as ShaderStore } from './index-FzOfPXLV.esm.js'; // Do not edit. const name$3 = "samplerFragmentDeclaration"; const shader$3 = `#ifdef _DEFINENAME_ #if _DEFINENAME_DIRECTUV==1 #define v_VARYINGNAME_UV vMainUV1 #elif _DEFINENAME_DIRECTUV==2 #define v_VARYINGNAME_UV vMainUV2 #elif _DEFINENAME_DIRECTUV==3 #define v_VARYINGNAME_UV vMainUV3 #elif _DEFINENAME_DIRECTUV==4 #define v_VARYINGNAME_UV vMainUV4 #elif _DEFINENAME_DIRECTUV==5 #define v_VARYINGNAME_UV vMainUV5 #elif _DEFINENAME_DIRECTUV==6 #define v_VARYINGNAME_UV vMainUV6 #else varying vec2 v_VARYINGNAME_UV; #endif uniform sampler2D _SAMPLERNAME_Sampler; #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name$3]) { ShaderStore.IncludesShadersStore[name$3] = shader$3; } // Do not edit. const name$2 = "bumpFragmentMainFunctions"; const shader$2 = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL) #if defined(TANGENT) && defined(NORMAL) varying mat3 vTBN; #endif #ifdef OBJECTSPACE_NORMALMAP uniform mat4 normalMatrix; #if defined(WEBGL2) || defined(WEBGPU) mat4 toNormalMatrix(mat4 wMatrix) {mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;} #else mat4 toNormalMatrix(mat4 m) {float a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3], a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3], a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3], a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3], b00=a00*a11-a01*a10, b01=a00*a12-a02*a10, b02=a00*a13-a03*a10, b03=a01*a12-a02*a11, b04=a01*a13-a03*a11, b05=a02*a13-a03*a12, b06=a20*a31-a21*a30, b07=a20*a32-a22*a30, b08=a20*a33-a23*a30, b09=a21*a32-a22*a31, b10=a21*a33-a23*a31, b11=a22*a33-a23*a32, det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4( a11*b11-a12*b10+a13*b09, a02*b10-a01*b11-a03*b09, a31*b05-a32*b04+a33*b03, a22*b04-a21*b05-a23*b03, a12*b08-a10*b11-a13*b07, a00*b11-a02*b08+a03*b07, a32*b02-a30*b05-a33*b01, a20*b05-a22*b02+a23*b01, a10*b10-a11*b08+a13*b06, a01*b08-a00*b10-a03*b06, a30*b04-a31*b02+a33*b00, a21*b02-a20*b04-a23*b00, a11*b07-a10*b09-a12*b06, a00*b09-a01*b07+a02*b06, a31*b01-a30*b03-a32*b00, a20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0], mi[0][1],mi[1][1],mi[2][1],mi[3][1], mi[0][2],mi[1][2],mi[2][2],mi[3][2], mi[0][3],mi[1][3],mi[2][3],mi[3][3]);} #endif #endif vec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale) { #ifdef NORMALXYSCALE normal=normalize(normal*vec3(scale,scale,1.0)); #endif return normalize(cotangentFrame*normal);} vec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale) {return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);} mat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams) {vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);} #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name$2]) { ShaderStore.IncludesShadersStore[name$2] = shader$2; } // Do not edit. const name$1 = "bumpFragmentFunctions"; const shader$1 = `#if defined(BUMP) #include<samplerFragmentDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump) #endif #if defined(DETAIL) #include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail) #endif #if defined(BUMP) && defined(PARALLAX) const float minSamples=4.;const float maxSamples=15.;const int iMaxSamples=15;vec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {float parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;vec2 vOffsetDir=normalize(vViewDirCoT.xy);vec2 vMaxOffset=vOffsetDir*parallaxLimit;float numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));float stepSize=1.0/numSamples;float currRayHeight=1.0;vec2 vCurrOffset=vec2(0,0);vec2 vLastOffset=vec2(0,0);float lastSampledHeight=1.0;float currSampledHeight=1.0;bool keepWorking=true;for (int i=0; i<iMaxSamples; i++) {currSampledHeight=texture2D(bumpSampler,texCoord+vCurrOffset).w;if (!keepWorking) {} else if (currSampledHeight>currRayHeight) {float delta1=currSampledHeight-currRayHeight;float delta2=(currRayHeight+stepSize)-lastSampledHeight;float ratio=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;} else {currRayHeight-=stepSize;vLastOffset=vCurrOffset; #ifdef PARALLAX_RHS vCurrOffset-=stepSize*vMaxOffset; #else vCurrOffset+=stepSize*vMaxOffset; #endif lastSampledHeight=currSampledHeight;}} return vCurrOffset;} vec2 parallaxOffset(vec3 viewDir,float heightScale) {float height=texture2D(bumpSampler,vBumpUV).w;vec2 texCoordOffset=heightScale*viewDir.xy*height; #ifdef PARALLAX_RHS return texCoordOffset; #else return -texCoordOffset; #endif } #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name$1]) { ShaderStore.IncludesShadersStore[name$1] = shader$1; } // Do not edit. const name = "bumpFragment"; const shader = `vec2 uvOffset=vec2(0.0,0.0); #if defined(BUMP) || defined(PARALLAX) || defined(DETAIL) #ifdef NORMALXYSCALE float normalScale=1.0; #elif defined(BUMP) float normalScale=vBumpInfos.y; #else float normalScale=1.0; #endif #if defined(TANGENT) && defined(NORMAL) mat3 TBN=vTBN; #elif defined(BUMP) vec2 TBNUV=gl_FrontFacing ? vBumpUV : -vBumpUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams); #else vec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.)); #endif #elif defined(ANISOTROPIC) #if defined(TANGENT) && defined(NORMAL) mat3 TBN=vTBN; #else vec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.)); #endif #endif #ifdef PARALLAX mat3 invTBN=transposeMat3(TBN); #ifdef PARALLAXOCCLUSION uvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z); #else uvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z); #endif #endif #ifdef DETAIL vec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB); #endif #ifdef BUMP #ifdef OBJECTSPACE_NORMALMAP #define CUSTOM_FRAGMENT_BUMP_FRAGMENT normalW=normalize(texture2D(bumpSampler,vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW); #elif !defined(DETAIL) normalW=perturbNormal(TBN,texture2D(bumpSampler,vBumpUV+uvOffset).xyz,vBumpInfos.y); #else vec3 bumpNormal=texture2D(bumpSampler,vBumpUV+uvOffset).xyz*2.0-1.0; #if DETAIL_NORMALBLENDMETHOD==0 detailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z)); #elif DETAIL_NORMALBLENDMETHOD==1 detailNormal.xy*=vDetailInfos.z;bumpNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal; #endif normalW=perturbNormalBase(TBN,blendedNormal,vBumpInfos.y); #endif #elif defined(DETAIL) detailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z); #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name]) { ShaderStore.IncludesShadersStore[name] = shader; } //# sourceMappingURL=bumpFragment-PSTyPyLQ.esm.js.map