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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 t="prePassDeclaration";e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vNormViewDepth: f32;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n");const r="oitDeclaration";e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]="#ifdef ORDER_INDEPENDENT_TRANSPARENCY\n#define MAX_DEPTH 99999.0\nvar oitDepthSamplerSampler: sampler;var oitDepthSampler: texture_2d<f32>;var oitFrontColorSamplerSampler: sampler;var oitFrontColorSampler: texture_2d<f32>;\n#endif\n");const n="depthPrePass";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]="#ifdef DEPTHPREPASS\nfragmentOutputs.color= vec4f(0.,0.,0.,1.0);return fragmentOutputs;\n#endif\n");const f="oitFragment";e.IncludesShadersStoreWGSL[f]||(e.IncludesShadersStoreWGSL[f]="#ifdef ORDER_INDEPENDENT_TRANSPARENCY\nvar fragDepth: f32=fragmentInputs.position.z; \n#ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS\nvar halfFloat: u32=pack2x16float( vec2f(fragDepth));var full: vec2f=unpack2x16float(halfFloat);fragDepth=full.x;\n#endif\nvar fragCoord: vec2i=vec2i(fragmentInputs.position.xy);var lastDepth: vec2f=textureLoad(oitDepthSampler,fragCoord,0).rg;var lastFrontColor: vec4f=textureLoad(oitFrontColorSampler,fragCoord,0);fragmentOutputs.depth=vec2f(-MAX_DEPTH);fragmentOutputs.frontColor=lastFrontColor;fragmentOutputs.backColor= vec4f(0.0);\n#ifdef USE_REVERSE_DEPTHBUFFER\nvar furthestDepth: f32=-lastDepth.x;var nearestDepth: f32=lastDepth.y;\n#else\nvar nearestDepth: f32=-lastDepth.x;var furthestDepth: f32=lastDepth.y;\n#endif\nvar alphaMultiplier: f32=1.0-lastFrontColor.a;\n#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth>nearestDepth || fragDepth<furthestDepth) {\n#else\nif (fragDepth<nearestDepth || fragDepth>furthestDepth) {\n#endif\nreturn fragmentOutputs;}\n#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth<nearestDepth && fragDepth>furthestDepth) {\n#else\nif (fragDepth>nearestDepth && fragDepth<furthestDepth) {\n#endif\nfragmentOutputs.depth=vec2f(-fragDepth,fragDepth);return fragmentOutputs;}\n#endif\n"); //# sourceMappingURL=oitFragment-BaoPDAcm.esm.min.js.map