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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";import"./bakedVertexAnimation-Dbk5wTYa.esm.min.js";import"./morphTargetsVertex-BHQJhrZk.esm.min.js";import"./helperFunctions-VdqKNhfd.esm.min.js";import"./sceneUboDeclaration-NN0CuugE.esm.min.js";import"./meshUboDeclaration-DL3v2Ew4.esm.min.js";import"./clipPlaneVertex-Bnps_8-3.esm.min.js";const n="sceneVertexDeclaration";e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]="uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\nuniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;\n");const i="meshVertexDeclaration";e.IncludesShadersStore[i]||(e.IncludesShadersStore[i]="uniform mat4 world;uniform float visibility;\n");const o="shadowMapVertexDeclaration";e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]="#include<sceneVertexDeclaration>\n#include<meshVertexDeclaration>\n");const r="shadowMapUboDeclaration";e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]="layout(std140,column_major) uniform;\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n");const t="shadowMapVertexExtraDeclaration";e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]="#if SM_NORMALBIAS==1\nuniform vec3 lightDataSM;\n#endif\nuniform vec3 biasAndScaleSM;uniform vec2 depthValuesSM;varying float vDepthMetricSM;\n#if SM_USEDISTANCE==1\nvarying vec3 vPositionWSM;\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nvarying float zSM;\n#endif\n");const a="shadowMapVertexNormalBias";e.IncludesShadersStore[a]||(e.IncludesShadersStore[a]="#if SM_NORMALBIAS==1\n#if SM_DIRECTIONINLIGHTDATA==1\nvec3 worldLightDirSM=normalize(-lightDataSM.xyz);\n#else\nvec3 directionToLightSM=lightDataSM.xyz-worldPos.xyz;vec3 worldLightDirSM=normalize(directionToLightSM);\n#endif\nfloat ndlSM=dot(vNormalW,worldLightDirSM);float sinNLSM=sqrt(1.0-ndlSM*ndlSM);float normalBiasSM=biasAndScaleSM.y*sinNLSM;worldPos.xyz-=vNormalW*normalBiasSM;\n#endif\n");const d="shadowMapVertexMetric";e.IncludesShadersStore[d]||(e.IncludesShadersStore[d]="#if SM_USEDISTANCE==1\nvPositionWSM=worldPos.xyz;\n#endif\n#if SM_DEPTHTEXTURE==1\n#ifdef IS_NDC_HALF_ZRANGE\n#define BIASFACTOR 0.5\n#else\n#define BIASFACTOR 1.0\n#endif\n#ifdef USE_REVERSE_DEPTHBUFFER\ngl_Position.z-=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;\n#else\ngl_Position.z+=biasAndScaleSM.x*gl_Position.w*BIASFACTOR;\n#endif\n#endif\n#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1\nzSM=gl_Position.z;gl_Position.z=0.0;\n#elif SM_USEDISTANCE==0\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetricSM=(-gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#else\nvDepthMetricSM=(gl_Position.z+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;\n#endif\n#endif\n");const l="shadowMapVertexShader",s="attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;\n#endif\n#include<helperFunctions>\n#include<__decl__shadowMapVertex>\n#ifdef ALPHATEXTURE\nvarying vec2 vUV;uniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normWorldSM=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\n#endif\nvec3 vNormalW=normalize(normWorldSM*normalUpdated);\n#endif\n#endif\n#include<shadowMapVertexNormalBias>\ngl_Position=viewProjection*worldPos;\n#include<shadowMapVertexMetric>\n#ifdef ALPHATEXTURE\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#include<clipPlaneVertex>\n}";e.ShadersStore[l]||(e.ShadersStore[l]=s);const S={name:l,shader:s};export{S as shadowMapVertexShader}; //# sourceMappingURL=shadowMap.vertex-l-3GRWW_.esm.min.js.map