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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 = "iblVoxelGrid2dArrayDebugPixelShader"; const shader = `varying vUV: vec2f;var voxelTextureSampler: sampler;var voxelTexture: texture_3d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform slice: i32;@fragment fn main(input: FragmentInputs)->FragmentOutputs {var size: vec3u=textureDimensions(voxelTexture,0);var dimension: f32=sqrt( f32(size.z));var samplePos: vec2f=fract(input.vUV.xy* vec2f(dimension));var sampleIndex: u32= u32(floor(input.vUV.x* f32(dimension))+floor(input.vUV.y* f32(dimension))*dimension);var color=textureSample(voxelTexture,voxelTextureSampler, vec3f(samplePos.xy,sampleIndex)).rrr;color+=textureSample(textureSampler,textureSamplerSampler,input.vUV.xy).rgb;fragmentOutputs.color=vec4f(color,1.0);}`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ const iblVoxelGrid2dArrayDebugPixelShaderWGSL = { name, shader }; export { iblVoxelGrid2dArrayDebugPixelShaderWGSL }; //# sourceMappingURL=iblVoxelGrid2dArrayDebug.fragment-B7bP3JYg.esm.js.map