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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$2 = "fogFragmentDeclaration"; const shader$2 = `#ifdef FOG #define FOGMODE_NONE 0. #define FOGMODE_EXP 1. #define FOGMODE_EXP2 2. #define FOGMODE_LINEAR 3. const E=2.71828;uniform vFogInfos: vec4f;uniform vFogColor: vec3f;varying vFogDistance: vec3f;fn CalcFogFactor()->f32 {var fogCoeff: f32=1.0;var fogStart: f32=uniforms.vFogInfos.y;var fogEnd: f32=uniforms.vFogInfos.z;var fogDensity: f32=uniforms.vFogInfos.w;var fogDistance: f32=length(fragmentInputs.vFogDistance);if (FOGMODE_LINEAR==uniforms.vFogInfos.x) {fogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);} else if (FOGMODE_EXP==uniforms.vFogInfos.x) {fogCoeff=1.0/pow(E,fogDistance*fogDensity);} else if (FOGMODE_EXP2==uniforms.vFogInfos.x) {fogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);} return clamp(fogCoeff,0.0,1.0);} #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name$2]) { ShaderStore.IncludesShadersStoreWGSL[name$2] = shader$2; } // Do not edit. const name$1 = "logDepthFragment"; const shader$1 = `#ifdef LOGARITHMICDEPTH fragmentOutputs.fragDepth=log2(fragmentInputs.vFragmentDepth)*uniforms.logarithmicDepthConstant*0.5; #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name$1]) { ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1; } // Do not edit. const name = "fogFragment"; const shader = `#ifdef FOG var fog: f32=CalcFogFactor(); #ifdef PBR fog=toLinearSpace(fog); #endif color= vec4f(mix(uniforms.vFogColor,color.rgb,fog),color.a); #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } //# sourceMappingURL=fogFragment-B43lgz9g.esm.js.map