@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";const t="glowBlurPostProcessPixelShader",r="varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;uniform vec2 direction;uniform float blurWidth;float getLuminance(vec3 color)\n{return dot(color,vec3(0.2126,0.7152,0.0722));}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float weights[7];weights[0]=0.05;weights[1]=0.1;weights[2]=0.2;weights[3]=0.3;weights[4]=0.2;weights[5]=0.1;weights[6]=0.05;vec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);vec2 texelStep=texelSize*direction*blurWidth;vec2 start=vUV-3.0*texelStep;vec4 baseColor=vec4(0.,0.,0.,0.);vec2 texelOffset=vec2(0.,0.);for (int i=0; i<7; i++)\n{vec4 texel=texture2D(textureSampler,start+texelOffset);baseColor.a+=texel.a*weights[i];float luminance=getLuminance(baseColor.rgb);float luminanceTexel=getLuminance(texel.rgb);float choice=step(luminanceTexel,luminance);baseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;texelOffset+=texelStep;}\ngl_FragColor=baseColor;}";e.ShadersStore[t]||(e.ShadersStore[t]=r);const i={name:t,shader:r};export{i as glowBlurPostProcessPixelShader};
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