@babylonjs/viewer
Version:
The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.
37 lines (34 loc) • 1.35 kB
JavaScript
import { S as ShaderStore } from './index-FzOfPXLV.esm.js';
// Do not edit.
const name = "passCubePixelShader";
const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0;
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001));
fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001));
}`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
const passCubePixelShaderWGSL = { name, shader };
export { passCubePixelShaderWGSL };
//# sourceMappingURL=passCube.fragment-CuiLj2Mw.esm.js.map