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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'; // Do not edit. const name$1 = "pbrFragmentReflectionDeclaration"; const shader$1 = `#ifdef REFLECTION #ifdef REFLECTIONMAP_3D #define sampleReflection(s,c) textureCube(s,c) uniform samplerCube reflectionSampler; #ifdef LODBASEDMICROSFURACE #define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l) #else uniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh; #endif #ifdef USEIRRADIANCEMAP uniform samplerCube irradianceSampler; #endif #else #define sampleReflection(s,c) texture2D(s,c) uniform sampler2D reflectionSampler; #ifdef LODBASEDMICROSFURACE #define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l) #else uniform sampler2D reflectionSamplerLow;uniform sampler2D reflectionSamplerHigh; #endif #ifdef USEIRRADIANCEMAP uniform sampler2D irradianceSampler; #endif #endif #ifdef REFLECTIONMAP_SKYBOX varying vec3 vPositionUVW; #else #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) varying vec3 vDirectionW; #endif #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name$1]) { ShaderStore.IncludesShadersStore[name$1] = shader$1; } /** @internal */ const pbrFragmentReflectionDeclaration = { name: name$1, shader: shader$1 }; // Do not edit. const name = "pbrIBLFunctions"; const shader = `#if defined(REFLECTION) || defined(SS_REFRACTION) float getLodFromAlphaG(float cubeMapDimensionPixels,float microsurfaceAverageSlope) {float microsurfaceAverageSlopeTexels=cubeMapDimensionPixels*microsurfaceAverageSlope;float lod=log2(microsurfaceAverageSlopeTexels);return lod;} float getLinearLodFromRoughness(float cubeMapDimensionPixels,float roughness) {float lod=log2(cubeMapDimensionPixels)*roughness;return lod;} #endif #if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION) float environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {float temp=NdotVUnclamped+ambientOcclusion;return saturate(square(temp)-1.0+ambientOcclusion);} #endif #if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION) float environmentHorizonOcclusion(vec3 view,vec3 normal,vec3 geometricNormal) {vec3 reflection=reflect(view,normal);float temp=saturate(1.0+1.1*dot(reflection,geometricNormal));return square(temp);} #endif #if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA) #define UNPACK_LOD(x) (1.0-x)*255.0 float getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {float microsurfaceAverageSlope=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);} #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name]) { ShaderStore.IncludesShadersStore[name] = shader; } /** @internal */ const pbrIBLFunctions = { name, shader }; export { pbrIBLFunctions as a, pbrFragmentReflectionDeclaration as p }; //# sourceMappingURL=pbrIBLFunctions-Bxq2HzKy.esm.js.map