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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 = "instancesDeclaration"; const shader = `#ifdef INSTANCES attribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>; #ifdef INSTANCESCOLOR attribute instanceColor : vec4<f32>; #endif #if defined(THIN_INSTANCES) && !defined(WORLD_UBO) uniform world : mat4x4<f32>; #endif #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR) attribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>; #ifdef THIN_INSTANCES uniform previousWorld : mat4x4<f32>; #endif #endif #else #if !defined(WORLD_UBO) uniform world : mat4x4<f32>; #endif #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR) uniform previousWorld : mat4x4<f32>; #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } //# sourceMappingURL=instancesDeclaration-CGcPa0tb.esm.js.map