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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 = "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