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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-Sht42MtG.esm.min.js";const o="iblScaledLuminancePixelShader",r="precision highp sampler2D;precision highp samplerCube;\n#include<helperFunctions>\nvarying vec2 vUV;\n#ifdef IBL_USE_CUBE_MAP\nuniform samplerCube iblSource;\n#else\nuniform sampler2D iblSource;\n#endif\nuniform int iblWidth;uniform int iblHeight;float fetchLuminance(vec2 coords) {\n#ifdef IBL_USE_CUBE_MAP\nvec3 direction=equirectangularToCubemapDirection(coords);vec3 color=textureCubeLodEXT(iblSource,direction,0.0).rgb;\n#else\nvec3 color=textureLod(iblSource,coords,0.0).rgb;\n#endif\nreturn dot(color,LuminanceEncodeApprox);}\nvoid main(void) {float deform=sin(vUV.y*PI);float luminance=fetchLuminance(vUV);gl_FragColor=vec4(vec3(deform*luminance),1.0);}";e.ShadersStore[o]||(e.ShadersStore[o]=r);const i=[n];for(const n of i)e.IncludesShadersStore[n.name]||(e.IncludesShadersStore[n.name]=n.shader);const c={name:o,shader:r};export{c as iblScaledLuminancePixelShader}; //# sourceMappingURL=iblScaledLuminance.fragment-HJKglsFc.esm.min.js.map