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bp-cloner

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More info and explanations here - https://doc.babylonjs.com/communityExtensions/clonerSystem

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import { S as t } from "./index-7uRiSnMV.js"; const e = "passCubePixelShader", r = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>; #define CUSTOM_FRAGMENT_DEFINITIONS @fragment fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0; #ifdef POSITIVEX fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x)); #endif #ifdef NEGATIVEX fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x)); #endif #ifdef POSITIVEY fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x)); #endif #ifdef NEGATIVEY fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x)); #endif #ifdef POSITIVEZ fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001)); #endif #ifdef NEGATIVEZ fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001)); #endif }`; t.ShadersStoreWGSL[e] || (t.ShadersStoreWGSL[e] = r); const u = { name: e, shader: r }; export { u as passCubePixelShaderWGSL };