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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 e}from"./index-Bw2N6w1y.esm.min.js";import"./sceneUboDeclaration-NN0CuugE.esm.min.js";import"./meshUboDeclaration-DL3v2Ew4.esm.min.js";const c="pbrUboDeclaration";e.IncludesShadersStore[c]||(e.IncludesShadersStore[c]="layout(std140,column_major) uniform;uniform Material {vec2 vAlbedoInfos;vec2 vBaseWeightInfos;vec2 vBaseDiffuseRoughnessInfos;vec4 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec3 vReflectivityInfos;vec2 vMicroSurfaceSamplerInfos;vec2 vReflectionInfos;vec2 vReflectionFilteringInfo;vec3 vReflectionPosition;vec3 vReflectionSize;vec3 vBumpInfos;mat4 albedoMatrix;mat4 baseWeightMatrix;mat4 baseDiffuseRoughnessMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 reflectivityMatrix;mat4 microSurfaceSamplerMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;mat4 reflectionMatrix;vec3 vReflectionColor;vec4 vAlbedoColor;float baseWeight;float baseDiffuseRoughness;vec4 vLightingIntensity;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionDominantDirection;float pointSize;vec4 vReflectivityColor;vec3 vEmissiveColor;vec3 vAmbientColor;vec2 vDebugMode;vec4 vMetallicReflectanceFactors;vec2 vMetallicReflectanceInfos;mat4 metallicReflectanceMatrix;vec2 vReflectanceInfos;mat4 reflectanceMatrix;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;vec4 cameraInfo;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n");const a="harmonicsFunctions";e.IncludesShadersStore[a]||(e.IncludesShadersStore[a]="#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nvec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00\n+ vSphericalL1_1*(normal.y)\n+ vSphericalL10*(normal.z)\n+ vSphericalL11*(normal.x)\n+ vSphericalL2_2*(normal.y*normal.x)\n+ vSphericalL2_1*(normal.y*normal.z)\n+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ vSphericalL21*(normal.z*normal.x)\n+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nvec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}\n#endif\n#endif\n"); //# sourceMappingURL=harmonicsFunctions-fLw8932v.esm.min.js.map