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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{h as n}from"./helperFunctions-T6LSXWWf.esm.min.js";import{i as r,h as i}from"./hdrFilteringFunctions-oX9Sx_LC.esm.min.js";import{p as t}from"./pbrBRDFFunctions-DX0WY6z1.esm.min.js";const o="hdrIrradianceFilteringPixelShader",a="#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nvar inputTextureSampler: sampler;var inputTexture: texture_cube<f32>;\n#ifdef IBL_CDF_FILTERING\nvar icdfTextureSampler: sampler;var icdfTexture: texture_2d<f32>;\n#endif\nuniform vFilteringInfo: vec2f;uniform hdrScale: f32;varying direction: vec3f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=irradiance(inputTexture,inputTextureSampler,input.direction,uniforms.vFilteringInfo,0.0,vec3f(1.0),input.direction\n#ifdef IBL_CDF_FILTERING\n,icdfTexture,icdfTextureSampler\n#endif\n);fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}";e.ShadersStoreWGSL[o]||(e.ShadersStoreWGSL[o]=a);const u=[n,r,t,i];for(const n of u)e.IncludesShadersStoreWGSL[n.name]||(e.IncludesShadersStoreWGSL[n.name]=n.shader);const s={name:o,shader:a};export{s as hdrIrradianceFilteringPixelShaderWGSL}; //# sourceMappingURL=hdrIrradianceFiltering.fragment-DECYtiIj.esm.min.js.map