@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-BPURObVq.esm.min.js";import{b as n}from"./bonesDeclaration-pKMlb38S.esm.min.js";import{b as i,i as r}from"./instancesVertex-BGTenKaI.esm.min.js";import{c as o,a as t}from"./clipPlaneVertex-BjhGhRRh.esm.min.js";import{f as s,a}from"./fogVertex-BcRbwqm0.esm.min.js";import{i as m}from"./instancesDeclaration-DL-jEUgP.esm.min.js";import{b as d}from"./bonesVertex-nfOTyhwL.esm.min.js";import{b as f}from"./bakedVertexAnimation-p4-Xji_j.esm.min.js";import{v as c}from"./vertexColorMixing-dcSidF2X.esm.min.js";const l="colorVertexShader",x="attribute position: vec3f;\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#ifdef FOG\nuniform view: mat4x4f;\n#endif\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}";e.ShadersStoreWGSL[l]||(e.ShadersStoreWGSL[l]=x);const u=[n,i,o,s,m,r,d,f,t,a,c];for(const n of u)e.IncludesShadersStoreWGSL[n.name]||(e.IncludesShadersStoreWGSL[n.name]=n.shader);const p={name:l,shader:x};export{p as colorVertexShaderWGSL};
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