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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{s as n}from"./sceneUboDeclaration-BlOB2RUY.esm.min.js";import{m as i}from"./meshUboDeclaration-CnWBjnGc.esm.min.js";import{d as t}from"./defaultUboDeclaration-e5NCcsmk.esm.min.js";import{u as r,p as a,s as o,v as s,a as d,b as f,c as l}from"./samplerVertexImplementation-LXPL4leQ.esm.min.js";import{h as m}from"./helperFunctions-T6LSXWWf.esm.min.js";import{b as c}from"./bonesDeclaration-pKMlb38S.esm.min.js";import{b as E,i as v}from"./instancesVertex-BGTenKaI.esm.min.js";import{i as p}from"./instancesDeclaration-DL-jEUgP.esm.min.js";import{m as u}from"./mainUVVaryingDeclaration-iJEPKiQc.esm.min.js";import{b as I}from"./bumpVertexDeclaration-BwF32KzS.esm.min.js";import{c as _,a as A}from"./clipPlaneVertex-BjhGhRRh.esm.min.js";import{f as N,a as x}from"./fogVertex-BcRbwqm0.esm.min.js";import{l as M,s as V}from"./shadowsVertex-D5DHi1Gg.esm.min.js";import{m as D,a as T}from"./morphTargetsVertexDeclaration-SD9ejhFW.esm.min.js";import{l as S}from"./logDepthDeclaration-Dfi1mLaK.esm.min.js";import{v as R}from"./vertexPullingDeclaration-QdJJi5r9.esm.min.js";import{m as U,a as O}from"./morphTargetsVertex-4PRqtL-y.esm.min.js";import{b as L}from"./bonesVertex-nfOTyhwL.esm.min.js";import{b as g}from"./bakedVertexAnimation-p4-Xji_j.esm.min.js";import{b as P}from"./bumpVertex-Bt5H-gyM.esm.min.js";import{v as h}from"./vertexColorMixing-dcSidF2X.esm.min.js";import{l as C}from"./logDepthVertex-DVeP6y69.esm.min.js";const X="lightVxFragmentDeclaration",G="#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nuniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL[X]||(e.IncludesShadersStoreWGSL[X]=G);const F={name:X,shader:G},W="defaultVertexShader",b="#include<defaultUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\n#ifndef USE_VERTEX_PULLING\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#include<logDepthDeclaration>\n#include<vertexPullingDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef USE_VERTEX_PULLING\nvar positionUpdated: vec3f=vec3f(0.0);\n#ifdef NORMAL\nvar normalUpdated: vec3f=vec3f(0.0);\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vec4f(0.0);\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vec2f(0.0);\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vec2f(0.0);\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vec4f(0.0);\n#endif\n#else\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#endif\n#include<vertexPullingVertex>\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#ifdef USE_VERTEX_PULLING\n#include<bonesVertex>(vertexInputs.matricesIndices,vp_matricesIndices,vertexInputs.matricesWeights,vp_matricesWeights,vertexInputs.matricesIndicesExtra,vp_matricesIndicesExtra,vertexInputs.matricesWeightsExtra,vp_matricesWeightsExtra)\n#include<bakedVertexAnimation>(vertexInputs.matricesIndices,vp_matricesIndices,vertexInputs.matricesWeights,vp_matricesWeights,vertexInputs.matricesIndicesExtra,vp_matricesIndicesExtra,vertexInputs.matricesWeightsExtra,vp_matricesWeightsExtra)\n#else\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#endif\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\nvertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#ifdef RIGHT_HANDED\nvertexOutputs.vViewDepth=-(scene.view*worldPos).z;\n#else\nvertexOutputs.vViewDepth=(scene.view*worldPos).z;\n#endif\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#ifndef UV2\nvar uv2Updated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";e.ShadersStoreWGSL[W]||(e.ShadersStoreWGSL[W]=b);const j=[n,i,t,r,m,c,E,p,a,u,o,I,_,N,F,M,D,T,S,R,s,U,O,v,L,g,d,f,l,P,A,x,V,h,C];for(const n of j)e.IncludesShadersStoreWGSL[n.name]||(e.IncludesShadersStoreWGSL[n.name]=n.shader);const H={name:W,shader:b};export{H as defaultVertexShaderWGSL}; //# sourceMappingURL=default.vertex-QZgs58Ut.esm.min.js.map