@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}from"./clipPlaneFragment-NzyMiSJJ.esm.min.js";import{l as o}from"./logDepthDeclaration-D8y4De99.esm.min.js";import{f as i,a as r}from"./fogFragment-CHG9qDrl.esm.min.js";import{p as l}from"./packingFunctions-zaA1hwg4.esm.min.js";import{l as t}from"./logDepthFragment-DBfZUT9s.esm.min.js";const s="gaussianSplattingFragmentDeclaration",g="vec4 gaussianColor(vec4 inColor)\n{float A=-dot(vPosition,vPosition);if (A<-4.0) discard;float B=exp(A)*inColor.a;\n#include<logDepthFragment>\nvec3 color=inColor.rgb;\n#ifdef FOG\n#include<fogFragment>\n#endif\nreturn vec4(color,B);}\n";n.IncludesShadersStore[s]||(n.IncludesShadersStore[s]=g);const c={name:s,shader:g},d="gaussianSplattingPixelShader",m="#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef GPUPICKER_DEPTH\nlayout(location=0) out highp vec4 glFragData[2];\n#endif\n#ifdef GPUPICKER_PACK_DEPTH\n#include<packingFunctions>\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<gaussianSplattingFragmentDeclaration>\nvoid main () {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec4 finalColor=gaussianColor(vColor);\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef GPUPICKER_DEPTH\nglFragData[0]=finalColor;\n#ifdef GPUPICKER_PACK_DEPTH\nglFragData[1]=pack(gl_FragCoord.z);\n#else\nglFragData[1]=vec4(gl_FragCoord.z,0.0,0.0,1.0);\n#endif\n#else\ngl_FragColor=finalColor;\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";n.ShadersStore[d]||(n.ShadersStore[d]=m);const f=[e,o,i,l,t,r,c,a];for(const e of f)n.IncludesShadersStore[e.name]||(n.IncludesShadersStore[e.name]=e.shader);const F={name:d,shader:m};export{F as gaussianSplattingPixelShader};
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