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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-BPURObVq.esm.min.js";import{b as n,a as i,i as o,c as r,d as t}from"./bakedVertexAnimation-BgafuxOk.esm.min.js";import{c as a,a as s}from"./clipPlaneVertex-DrbRp_6Q.esm.min.js";import{f as d,a as c}from"./fogVertex-CbddD2pe.esm.min.js";import{i as l}from"./instancesDeclaration-Bb8R2a6x.esm.min.js";import{v as f}from"./vertexColorMixing-BjD5h-Xn.esm.min.js";const m="colorVertexShader",V="attribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#ifdef FOG\nuniform mat4 view;\n#endif\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}";e.ShadersStore[m]||(e.ShadersStore[m]=V);const u=[n,i,a,d,l,o,r,t,s,c,f];for(const n of u)e.IncludesShadersStore[n.name]||(e.IncludesShadersStore[n.name]=n.shader);const v={name:m,shader:V};export{v as colorVertexShader}; //# sourceMappingURL=color.vertex-TB6WGJxf.esm.min.js.map