@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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JavaScript
import{S as e}from"./index-BPURObVq.esm.min.js";const o="reflectionFunction",r="vec3 computeFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)\n{float lon=atan(direction.z,direction.x);float lat=acos(direction.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(s,t,0); }\nvec3 computeMirroredFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)\n{float lon=atan(direction.z,direction.x);float lat=acos(direction.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(1.0-s,t,0); }\nvec3 computeEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{vec3 cameraToVertex=normalize(worldPos.xyz-eyePosition);vec3 r=normalize(reflect(cameraToVertex,worldNormal));r=vec3(reflectionMatrix*vec4(r,0));float lon=atan(r.z,r.x);float lat=acos(r.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(s,t,0);}\nvec3 computeSphericalCoords(vec4 worldPos,vec3 worldNormal,mat4 view,mat4 reflectionMatrix)\n{vec3 viewDir=normalize(vec3(view*worldPos));vec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));vec3 r=reflect(viewDir,viewNormal);r=vec3(reflectionMatrix*vec4(r,0));r.z=r.z-1.0;float m=2.0*length(r);return vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);}\nvec3 computePlanarCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{vec3 viewDir=worldPos.xyz-eyePosition;vec3 coords=normalize(reflect(viewDir,worldNormal));return vec3(reflectionMatrix*vec4(coords,1));}\nvec3 computeCubicCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)\n{vec3 viewDir=normalize(worldPos.xyz-eyePosition);vec3 coords=reflect(viewDir,worldNormal);coords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;}\nvec3 computeCubicLocalCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix,vec3 reflectionSize,vec3 reflectionPosition)\n{vec3 viewDir=normalize(worldPos.xyz-eyePosition);vec3 coords=reflect(viewDir,worldNormal);coords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);coords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;}\nvec3 computeProjectionCoords(vec4 worldPos,mat4 view,mat4 reflectionMatrix)\n{return vec3(reflectionMatrix*(view*worldPos));}\nvec3 computeSkyBoxCoords(vec3 positionW,mat4 reflectionMatrix)\n{return vec3(reflectionMatrix*vec4(positionW,1.));}\n#ifdef REFLECTION\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nvec3 direction=normalize(vDirectionW);return computeMirroredFixedEquirectangularCoords(worldPos,worldNormal,direction);\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED\nvec3 direction=normalize(vDirectionW);return computeFixedEquirectangularCoords(worldPos,worldNormal,direction);\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nreturn computeEquirectangularCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nreturn computeSphericalCoords(worldPos,worldNormal,view,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nreturn computePlanarCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_CUBIC\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nreturn computeCubicLocalCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix,vReflectionSize,vReflectionPosition);\n#else\nreturn computeCubicCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);\n#endif\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn computeProjectionCoords(worldPos,view,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn computeSkyBoxCoords(vPositionUVW,reflectionMatrix);\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}\n#endif\n";e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]=r);const i={name:o,shader:r};export{i as r};
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