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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 = "iblGenerateVoxelMipPixelShader"; const shader = `varying vUV: vec2f;var srcMip: texture_3d<f32>;uniform layerNum: i32;@fragment fn main(input: FragmentInputs)->FragmentOutputs {var Coords=vec3i(2)*vec3i(vec2i(fragmentInputs.position.xy),uniforms.layerNum);var tex = (u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,0,0),0).x>0.0f)) << 0u) | (u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,0,0),0).x>0.0f)) << 1u) | (u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,1,0),0).x>0.0f)) << 2u) | (u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,1,0),0).x>0.0f)) << 3u) | (u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,0,1),0).x>0.0f)) << 4u) | (u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,0,1),0).x>0.0f)) << 5u) | (u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(0,1,1),0).x>0.0f)) << 6u) | (u32(select(0u,1u,textureLoad(srcMip,Coords+vec3i(1,1,1),0).x>0.0f)) << 7u);fragmentOutputs.color=vec4f( f32(tex)/255.0f,0.0f,0.0f,1.0);}`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } //# sourceMappingURL=iblGenerateVoxelMip.fragment-BpQfiWGP.esm.js.map