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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 './bakedVertexAnimation-D5Wmzm8F.esm.js'; import './instancesDeclaration-D6f54GuO.esm.js'; import './morphTargetsVertex-Bimm08Fe.esm.js'; // Do not edit. const name = "iblVoxelGridVertexShader"; const shader = `attribute vec3 position;varying vec3 vNormalizedPosition; #include<bonesDeclaration> #include<bakedVertexAnimationDeclaration> #include<instancesDeclaration> #include<morphTargetsVertexGlobalDeclaration> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] uniform mat4 invWorldScale;uniform mat4 viewMatrix;void main(void) {vec3 positionUpdated=position; #include<morphTargetsVertexGlobal> #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets] #include<instancesVertex> #include<bonesVertex> #include<bakedVertexAnimation> vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);gl_Position=viewMatrix*invWorldScale*worldPos;vNormalizedPosition.xyz=gl_Position.xyz*0.5+0.5; #ifdef IS_NDC_HALF_ZRANGE gl_Position.z=gl_Position.z*0.5+0.5; #endif }`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ const iblVoxelGridVertexShader = { name, shader }; export { iblVoxelGridVertexShader }; //# sourceMappingURL=iblVoxelGrid.vertex-DKwAHkCJ.esm.js.map