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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{b as n,a as i,i as o,c as a,d as r}from"./bakedVertexAnimation-BgafuxOk.esm.min.js";import{i as t}from"./instancesDeclaration-Bb8R2a6x.esm.min.js";import{m as s,a as d,b as l,c as m}from"./morphTargetsVertex-CEQ4CFPy.esm.min.js";const c="iblVoxelGridVertexShader",x="attribute vec3 position;varying vec3 vNormalizedPosition;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\nuniform mat4 invWorldScale;uniform mat4 viewMatrix;void main(void) {vec3 positionUpdated=position;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);gl_Position=viewMatrix*invWorldScale*worldPos;vNormalizedPosition.xyz=gl_Position.xyz*0.5+0.5;\n#ifdef IS_NDC_HALF_ZRANGE\ngl_Position.z=gl_Position.z*0.5+0.5;\n#endif\n}";e.ShadersStore[c]||(e.ShadersStore[c]=x);const u=[n,i,t,s,d,l,m,o,a,r];for(const n of u)e.IncludesShadersStore[n.name]||(e.IncludesShadersStore[n.name]=n.shader);const p={name:c,shader:x};export{p as iblVoxelGridVertexShader}; //# sourceMappingURL=iblVoxelGrid.vertex-BOwfcJR_.esm.min.js.map