@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.
16 lines (13 loc) • 1.04 kB
JavaScript
import { S as ShaderStore } from './index-FzOfPXLV.esm.js';
// Do not edit.
const name = "iblVoxelSlabDebugVertexShader";
const shader = `attribute position: vec3f;varying vNormalizedPosition: vec3f;uniform world: mat4x4f;uniform invWorldScale: mat4x4f;uniform cameraViewMatrix: mat4x4f;uniform projection: mat4x4f;uniform viewMatrix: mat4x4f;@vertex
fn main(input : VertexInputs)->FragmentInputs {var worldPosition: vec4f=(uniforms.world* vec4f(input.position,1.));vertexOutputs.position=uniforms.projection*uniforms.cameraViewMatrix*worldPosition;vertexOutputs.vNormalizedPosition=(uniforms.viewMatrix*uniforms.invWorldScale*worldPosition).rgb;vertexOutputs.vNormalizedPosition=vertexOutputs.vNormalizedPosition* vec3f(0.5)+ vec3f(0.5);}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const iblVoxelSlabDebugVertexShaderWGSL = { name, shader };
export { iblVoxelSlabDebugVertexShaderWGSL };
//# sourceMappingURL=iblVoxelSlabDebug.vertex-CfVVUMNf.esm.js.map