@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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JavaScript
import{S as e}from"./index-Bw2N6w1y.esm.min.js";const t="passCubePixelShader",r="varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0;\n#ifdef POSITIVEX\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001));\n#endif\n}";e.ShadersStoreWGSL[t]||(e.ShadersStoreWGSL[t]=r);const u={name:t,shader:r};export{u as passCubePixelShaderWGSL};
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