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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'; import './helperFunctions-4InRZPbu.esm.js'; import './hdrFilteringFunctions-CoUzFb5-.esm.js'; import './pbrBRDFFunctions-BPTQXBBV.esm.js'; // Do not edit. const name = "hdrIrradianceFilteringPixelShader"; const shader = `#include<helperFunctions> #include<importanceSampling> #include<pbrBRDFFunctions> #include<hdrFilteringFunctions> var inputTextureSampler: sampler;var inputTexture: texture_cube<f32>; #ifdef IBL_CDF_FILTERING var icdfTextureSampler: sampler;var icdfTexture: texture_2d<f32>; #endif uniform vFilteringInfo: vec2f;uniform hdrScale: f32;varying direction: vec3f;@fragment fn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=irradiance(inputTexture,inputTextureSampler,input.direction,uniforms.vFilteringInfo,0.0,vec3f(1.0),input.direction #ifdef IBL_CDF_FILTERING ,icdfTexture,icdfTextureSampler #endif );fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ const hdrIrradianceFilteringPixelShaderWGSL = { name, shader }; export { hdrIrradianceFilteringPixelShaderWGSL }; //# sourceMappingURL=hdrIrradianceFiltering.fragment-GJ2LaCFA.esm.js.map