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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";const n="helperFunctions",r="const PI: f32=3.1415926535897932384626433832795;const TWO_PI: f32=6.283185307179586;const HALF_PI: f32=1.5707963267948966;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const RECIPROCAL_PI4: f32=0.07957747154594767;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3f=vec3f(0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}\nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3f=inMatrix[0];let i1: vec3f=inMatrix[1];let i2: vec3f=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=0.0773993808*color;let remainingSection: vec3f=pow(0.947867299*(color+vec3f(0.055)),vec3f(2.4));return select(remainingSection,nearZeroSection,color<=vec3f(0.04045));}\nfn toGammaSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=12.92*color;let remainingSection: vec3f=1.055*pow(color,vec3f(0.41666))-vec3f(0.055);return select(remainingSection,nearZeroSection,color<=vec3f(0.0031308));}\n#endif\nfn toLinearSpace(color: f32)->f32\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3f(LinearEncodePowerApprox));\n#endif\n}\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3f(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3f(GammaEncodePowerApprox));\n#endif\n}\nfn squareVec3(value: vec3f)->vec3f\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn double_refract(I: vec3f,N: vec3f,eta: f32)->vec3f {let Tfront: vec3f=refract(I,N,1.0/eta);let Nback: vec3f=normalize(reflect(N,Tfront));return refract(Tfront,-Nback,eta);}\nfn getLuminanceUnclamped(color: vec3f)->f32\n{return dot(color,LuminanceEncodeApprox);}\nfn getLuminance(color: vec3f)->f32\n{return saturate(getLuminanceUnclamped(color));}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3f)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3f =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(saturateVec3(rgb),D);}\nfn fromRGBD(rgbd: vec4<f32>)->vec3f {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3f,origVec: vec3f,cubeSize: vec3f,cubePos: vec3f)->vec3f {let invOrigVec: vec3f=vec3f(1.)/origVec;let halfSize: vec3f=cubeSize*0.5;let intersecAtMaxPlane: vec3f=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3f=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3f=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3f=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\nfn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*TWO_PI-PI;var latitude : f32=HALF_PI-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\nfn sqrtClamped(value: f32)->f32 {return sqrt(max(value,0.));}\nfn avg(value: vec3f)->f32 {return dot(value,vec3f(0.333333333));}\nfn singleScatterToMultiScatterAlbedo(rho_ss: vec3f)->vec3f {let s: vec3f=sqrt(max(vec3f(1.0)-rho_ss,vec3f(0.0)));return (vec3f(1.0)-s)*(vec3f(1.0)-vec3f(0.139)*s)/(vec3f(1.0)+vec3f(1.17)*s);}\nfn multiScatterToSingleScatterAlbedo(rho_ms: vec3f)->vec3f {let s: vec3f=4.09712f+4.20863f*rho_ms-sqrt(9.59217f+41.6808f*rho_ms+17.7126f*rho_ms*rho_ms);return 1.0f-s*s;}\nfn multiScatterToSingleScatterAlbedoWithAniso(rho_ms: vec3f,aniso: f32)->vec3f {let s: vec3f=4.09712+4.20863f*rho_ms-sqrt(9.59217f+41.6808f*rho_ms+17.7126f*rho_ms*rho_ms);return (vec3f(1.0f)-s*s)/maxEpsVec3(vec3f(1.0f)-vec3f(aniso)*s*s);}\nfn min3(v: vec3f)->f32 {return min(v.x,min(v.y,v.z));}\nfn max3(v: vec3f)->f32 {return max(v.x,max(v.y,v.z));}\nfn uint2float(i: u32)->f32 {return bitcast<f32>(0x3F800000u | (i>>9u))-1.0;}\nfn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\n";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=r);const t={name:n,shader:r};export{t as h}; //# sourceMappingURL=helperFunctions-T6LSXWWf.esm.min.js.map