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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 e}from"./index-Bw2N6w1y.esm.min.js";const n="prePassDeclaration";e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]="#ifdef PREPASS\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;\n#ifdef PREPASS_LOCAL_POSITION\nvarying highp vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying highp vec3 vViewPos;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying highp float vNormViewDepth;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;\n#endif\n#endif\n");const r="oitDeclaration";e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]="#ifdef ORDER_INDEPENDENT_TRANSPARENCY\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out vec2 depth; \nlayout(location=1) out vec4 frontColor;layout(location=2) out vec4 backColor;\n#define MAX_DEPTH 99999.0\nhighp vec4 gl_FragColor;uniform sampler2D oitDepthSampler;uniform sampler2D oitFrontColorSampler;\n#endif\n");const t="decalFragmentDeclaration";e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]="#ifdef DECAL\nuniform vec4 vDecalInfos;\n#endif\n");const o="decalFragment";e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]="#ifdef DECAL\n#ifdef GAMMADECAL\ndecalColor.rgb=toLinearSpace(decalColor.rgb);\n#endif\n#ifdef DECAL_SMOOTHALPHA\ndecalColor.a*=decalColor.a;\n#endif\nsurfaceAlbedo.rgb=mix(surfaceAlbedo.rgb,decalColor.rgb,decalColor.a);\n#endif\n");const a="depthPrePass";e.IncludesShadersStore[a]||(e.IncludesShadersStore[a]="#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);return;\n#endif\n");const f="oitFragment";e.IncludesShadersStore[f]||(e.IncludesShadersStore[f]="#ifdef ORDER_INDEPENDENT_TRANSPARENCY\nfloat fragDepth=gl_FragCoord.z; \n#ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS\nuint halfFloat=packHalf2x16(vec2(fragDepth));vec2 full=unpackHalf2x16(halfFloat);fragDepth=full.x;\n#endif\nivec2 fragCoord=ivec2(gl_FragCoord.xy);vec2 lastDepth=texelFetch(oitDepthSampler,fragCoord,0).rg;vec4 lastFrontColor=texelFetch(oitFrontColorSampler,fragCoord,0);depth.rg=vec2(-MAX_DEPTH);frontColor=lastFrontColor;backColor=vec4(0.0);\n#ifdef USE_REVERSE_DEPTHBUFFER\nfloat furthestDepth=-lastDepth.x;float nearestDepth=lastDepth.y;\n#else\nfloat nearestDepth=-lastDepth.x;float furthestDepth=lastDepth.y;\n#endif\nfloat alphaMultiplier=1.0-lastFrontColor.a;\n#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth>nearestDepth || fragDepth<furthestDepth) {\n#else\nif (fragDepth<nearestDepth || fragDepth>furthestDepth) {\n#endif\nreturn;}\n#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth<nearestDepth && fragDepth>furthestDepth) {\n#else\nif (fragDepth>nearestDepth && fragDepth<furthestDepth) {\n#endif\ndepth.rg=vec2(-fragDepth,fragDepth);return;}\n#endif\n"); //# sourceMappingURL=oitFragment-5u0HrMWy.esm.min.js.map