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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 r="iblShadowDebugPixelShader",a="#ifdef GL_ES\nprecision mediump float;\n#endif\nvarying vec2 vUV;uniform sampler2D textureSampler;uniform sampler2D debugSampler;uniform vec4 sizeParams;\n#define offsetX sizeParams.x\n#define offsetY sizeParams.y\n#define widthScale sizeParams.z\n#define heightScale sizeParams.w\nvoid main(void) {vec2 uv =\nvec2((offsetX+vUV.x)*widthScale,(offsetY+vUV.y)*heightScale);vec4 background=texture2D(textureSampler,vUV);vec4 debugColour=texture2D(debugSampler,vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {gl_FragColor.rgba=background;} else {gl_FragColor.rgb=mix(debugColour.rgb,background.rgb,0.0);gl_FragColor.a=1.0;}}";e.ShadersStore[r]||(e.ShadersStore[r]=a);const i={name:r,shader:a};export{i as iblShadowDebugPixelShader}; //# sourceMappingURL=iblShadowDebug.fragment-CbGXyUEv.esm.min.js.map