@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 n}from"./index-BPURObVq.esm.min.js";import{c as e,a as r}from"./clipPlaneFragment-ELAd64Ls.esm.min.js";import{f as o,a}from"./fogFragment-BO2xqg06.esm.min.js";const i="colorPixelShader",t="#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\n#define VERTEXCOLOR\nvarying vColor: vec4f;\n#else\nuniform color: vec4f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nfragmentOutputs.color=input.vColor;\n#else\nfragmentOutputs.color=uniforms.color;\n#endif\n#include<fogFragment>(color,fragmentOutputs.color)\n#define CUSTOM_FRAGMENT_MAIN_END\n}";n.ShadersStoreWGSL[i]||(n.ShadersStoreWGSL[i]=t);const d=[e,o,r,a];for(const e of d)n.IncludesShadersStoreWGSL[e.name]||(n.IncludesShadersStoreWGSL[e.name]=e.shader);const f={name:i,shader:t};export{f as colorPixelShaderWGSL};
//# sourceMappingURL=color.fragment-qKgvlunb.esm.min.js.map