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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 ShaderStore } from './index-MZPybX0H.esm.js'; import { b as bonesDeclaration, a as bakedVertexAnimationDeclaration, i as instancesVertex, c as bonesVertex, d as bakedVertexAnimation } from './bakedVertexAnimation-wpiWOSwD.esm.js'; import { i as instancesDeclaration } from './instancesDeclaration-BsiN991H.esm.js'; import { m as morphTargetsVertexGlobalDeclaration, a as morphTargetsVertexDeclaration, b as morphTargetsVertexGlobal, c as morphTargetsVertex } from './morphTargetsVertex-BRsti3ha.esm.js'; // Do not edit. const name = "iblVoxelGridVertexShader"; const shader = `attribute vec3 position;varying vec3 vNormalizedPosition; #include<bonesDeclaration> #include<bakedVertexAnimationDeclaration> #include<instancesDeclaration> #include<morphTargetsVertexGlobalDeclaration> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] uniform mat4 invWorldScale;uniform mat4 viewMatrix;void main(void) {vec3 positionUpdated=position; #include<morphTargetsVertexGlobal> #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets] #include<instancesVertex> #include<bonesVertex> #include<bakedVertexAnimation> vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);gl_Position=viewMatrix*invWorldScale*worldPos;vNormalizedPosition.xyz=gl_Position.xyz*0.5+0.5; #ifdef IS_NDC_HALF_ZRANGE gl_Position.z=gl_Position.z*0.5+0.5; #endif }`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } const includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, morphTargetsVertexGlobalDeclaration, morphTargetsVertexDeclaration, morphTargetsVertexGlobal, morphTargetsVertex, instancesVertex, bonesVertex, bakedVertexAnimation]; for (const inc of includes) { if (!ShaderStore.IncludesShadersStore[inc.name]) { ShaderStore.IncludesShadersStore[inc.name] = inc.shader; } } /** @internal */ const iblVoxelGridVertexShader = { name, shader }; export { iblVoxelGridVertexShader }; //# sourceMappingURL=iblVoxelGrid.vertex-KY-XdLON.esm.js.map