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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 { i as imageProcessingDeclaration, a as imageProcessingFunctions } from './imageProcessingFunctions-ZNIKNDtH.esm.js'; import { h as helperFunctions } from './helperFunctions-BVaVsPjM.esm.js'; // Do not edit. const name = "imageProcessingPixelShader"; const shader = `varying vec2 vUV;uniform sampler2D textureSampler; #include<imageProcessingDeclaration> #include<helperFunctions> #include<imageProcessingFunctions> #define CUSTOM_FRAGMENT_DEFINITIONS void main(void) {vec4 result=texture2D(textureSampler,vUV);result.rgb=max(result.rgb,vec3(0.)); #ifdef IMAGEPROCESSING #ifndef FROMLINEARSPACE result.rgb=toLinearSpace(result.rgb); #endif result=applyImageProcessing(result); #else #ifdef FROMLINEARSPACE result=applyImageProcessing(result); #endif #endif gl_FragColor=result;}`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } const includes = [imageProcessingDeclaration, helperFunctions, imageProcessingFunctions]; for (const inc of includes) { if (!ShaderStore.IncludesShadersStore[inc.name]) { ShaderStore.IncludesShadersStore[inc.name] = inc.shader; } } /** @internal */ const imageProcessingPixelShader = { name, shader }; export { imageProcessingPixelShader }; //# sourceMappingURL=imageProcessing.fragment-dvbSDXQv.esm.js.map