Error and infinit loading loop in Chrome browser

Hey, when I try to open my Babylon viewer in Chrome I get an infinit loading loop and the following error meassage:

BJS - [15:16:35]: Unable to load from ../golden-teapot-draco_web.glb: Error in onSuccess callback
e._ErrorEnabled @ babylon.js:16
p @ babylon.js:16
_ @ babylon.js:16
(anonymous) @ babylon.js:16
Promise.then (async)
(anonymous) @ babylon.js:16
m @ babylon.js:16
e @ babylon.js:16
(anonymous) @ babylon.glTF2FileLoader.min.js:1
Promise.then (async)
(anonymous) @ babylon.glTF2FileLoader.min.js:1
g @ babylon.js:16
XMLHttpRequest.send (async)
e.send @ babylon.js:16
s @ babylon.js:16
m @ babylon.js:16
e.RequestFile @ babylon.js:16
t._requestFile @ babylon.js:16
e._requestFile @ babylon.glTF2FileLoader.min.js:1
e.requestFile @ babylon.glTF2FileLoader.min.js:1
b @ babylon.js:16
e._LoadData @ babylon.js:16
e.Append @ babylon.js:16
e.Load @ babylon.js:16
loadScene @ turner.js:465
(anonymous) @ index.html?modelURL=../golden-teapot-draco_web.glb:185
babylon.js:16 BJS - [15:16:35]: Unable to compile effect:
e._ErrorEnabled @ babylon.js:16
e._processCompilationErrors @ babylon.js:16
e._checkIsReady @ babylon.js:16
(anonymous) @ babylon.js:16
setTimeout (async)
e._checkIsReady @ babylon.js:16
e._prepareEffect @ babylon.js:16
e._useFinalCode @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
e @ babylon.js:16
e.createEffect @ babylon.js:16
t.isReadyForSubMesh @ babylonjs.materials.min.js:16
t.render @ babylon.js:16
e.render @ babylon.js:16
e.renderSorted @ babylon.js:16
e.renderTransparentSorted @ babylon.js:16
e.render @ babylon.js:16
e.render @ babylon.js:16
t._renderForCamera @ babylon.js:16
t._processSubCameras @ babylon.js:16
t.render @ babylon.js:16
(anonymous) @ turner.js:444
t._renderFrame @ babylon.js:16
t._renderLoop @ babylon.js:16
requestAnimationFrame (async)
e.QueueNewFrame @ babylon.js:16
e._queueNewFrame @ babylon.js:16
e.runRenderLoop @ babylon.js:16
readyCallback @ turner.js:443
_ @ babylon.js:16
(anonymous) @ babylon.js:16
Promise.then (async)
(anonymous) @ babylon.js:16
m @ babylon.js:16
e @ babylon.js:16
(anonymous) @ babylon.glTF2FileLoader.min.js:1
Promise.then (async)
(anonymous) @ babylon.glTF2FileLoader.min.js:1
g @ babylon.js:16
XMLHttpRequest.send (async)
e.send @ babylon.js:16
s @ babylon.js:16
m @ babylon.js:16
e.RequestFile @ babylon.js:16
t._requestFile @ babylon.js:16
e._requestFile @ babylon.glTF2FileLoader.min.js:1
e.requestFile @ babylon.glTF2FileLoader.min.js:1
b @ babylon.js:16
e._LoadData @ babylon.js:16
e.Append @ babylon.js:16
e.Load @ babylon.js:16
loadScene @ turner.js:465
(anonymous) @ index.html?modelURL=../golden-teapot-draco_web.glb:185
babylon.js:16 BJS - [15:16:35]: Uniforms:  world, view, viewProjection, vEyePosition, vLightsType, vFogInfos, vFogColor, pointSize, alpha, shadowColor, mBones, vClipPlane, vClipPlane2, vClipPlane3, vClipPlane4, vClipPlane5, vClipPlane6, vLightData0, vLightDiffuse0, vLightSpecular0, vLightDirection0, vLightFalloff0, vLightGround0, lightMatrix0, shadowsInfo0, depthValues0, viewFrustumZ0, cascadeBlendFactor0, lightSizeUVCorrection0, depthCorrection0, penumbraDarkness0, frustumLengths0, shadowSampler0, depthSampler0
e._ErrorEnabled @ babylon.js:16
e._processCompilationErrors @ babylon.js:16
e._checkIsReady @ babylon.js:16
(anonymous) @ babylon.js:16
setTimeout (async)
e._checkIsReady @ babylon.js:16
e._prepareEffect @ babylon.js:16
e._useFinalCode @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
e @ babylon.js:16
e.createEffect @ babylon.js:16
t.isReadyForSubMesh @ babylonjs.materials.min.js:16
t.render @ babylon.js:16
e.render @ babylon.js:16
e.renderSorted @ babylon.js:16
e.renderTransparentSorted @ babylon.js:16
e.render @ babylon.js:16
e.render @ babylon.js:16
t._renderForCamera @ babylon.js:16
t._processSubCameras @ babylon.js:16
t.render @ babylon.js:16
(anonymous) @ turner.js:444
t._renderFrame @ babylon.js:16
t._renderLoop @ babylon.js:16
requestAnimationFrame (async)
e.QueueNewFrame @ babylon.js:16
e._queueNewFrame @ babylon.js:16
e.runRenderLoop @ babylon.js:16
readyCallback @ turner.js:443
_ @ babylon.js:16
(anonymous) @ babylon.js:16
Promise.then (async)
(anonymous) @ babylon.js:16
m @ babylon.js:16
e @ babylon.js:16
(anonymous) @ babylon.glTF2FileLoader.min.js:1
Promise.then (async)
(anonymous) @ babylon.glTF2FileLoader.min.js:1
g @ babylon.js:16
XMLHttpRequest.send (async)
e.send @ babylon.js:16
s @ babylon.js:16
m @ babylon.js:16
e.RequestFile @ babylon.js:16
t._requestFile @ babylon.js:16
e._requestFile @ babylon.glTF2FileLoader.min.js:1
e.requestFile @ babylon.glTF2FileLoader.min.js:1
b @ babylon.js:16
e._LoadData @ babylon.js:16
e.Append @ babylon.js:16
e.Load @ babylon.js:16
loadScene @ turner.js:465
(anonymous) @ index.html?modelURL=../golden-teapot-draco_web.glb:185
babylon.js:16 BJS - [15:16:35]: Attributes:  position, normal
e._ErrorEnabled @ babylon.js:16
e._processCompilationErrors @ babylon.js:16
e._checkIsReady @ babylon.js:16
(anonymous) @ babylon.js:16
setTimeout (async)
e._checkIsReady @ babylon.js:16
e._prepareEffect @ babylon.js:16
e._useFinalCode @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
e @ babylon.js:16
e.createEffect @ babylon.js:16
t.isReadyForSubMesh @ babylonjs.materials.min.js:16
t.render @ babylon.js:16
e.render @ babylon.js:16
e.renderSorted @ babylon.js:16
e.renderTransparentSorted @ babylon.js:16
e.render @ babylon.js:16
e.render @ babylon.js:16
t._renderForCamera @ babylon.js:16
t._processSubCameras @ babylon.js:16
t.render @ babylon.js:16
(anonymous) @ turner.js:444
t._renderFrame @ babylon.js:16
t._renderLoop @ babylon.js:16
requestAnimationFrame (async)
e.QueueNewFrame @ babylon.js:16
e._queueNewFrame @ babylon.js:16
e.runRenderLoop @ babylon.js:16
readyCallback @ turner.js:443
_ @ babylon.js:16
(anonymous) @ babylon.js:16
Promise.then (async)
(anonymous) @ babylon.js:16
m @ babylon.js:16
e @ babylon.js:16
(anonymous) @ babylon.glTF2FileLoader.min.js:1
Promise.then (async)
(anonymous) @ babylon.glTF2FileLoader.min.js:1
g @ babylon.js:16
XMLHttpRequest.send (async)
e.send @ babylon.js:16
s @ babylon.js:16
m @ babylon.js:16
e.RequestFile @ babylon.js:16
t._requestFile @ babylon.js:16
e._requestFile @ babylon.glTF2FileLoader.min.js:1
e.requestFile @ babylon.glTF2FileLoader.min.js:1
b @ babylon.js:16
e._LoadData @ babylon.js:16
e.Append @ babylon.js:16
e.Load @ babylon.js:16
loadScene @ turner.js:465
(anonymous) @ index.html?modelURL=../golden-teapot-draco_web.glb:185
babylon.js:16 BJS - [15:16:35]: Defines:
#define NORMAL
#define NUM_BONE_INFLUENCERS 0
#define BonesPerMesh 0
#define DEPTHPREPASS
#define LIGHT0
#define DIRLIGHT0
#define SHADOW0
#define SHADOWESM0
#define SHADOWS
#define SHADOWFLOAT

e._ErrorEnabled @ babylon.js:16
e._processCompilationErrors @ babylon.js:16
e._checkIsReady @ babylon.js:16
(anonymous) @ babylon.js:16
setTimeout (async)
e._checkIsReady @ babylon.js:16
e._prepareEffect @ babylon.js:16
e._useFinalCode @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
e @ babylon.js:16
e.createEffect @ babylon.js:16
t.isReadyForSubMesh @ babylonjs.materials.min.js:16
t.render @ babylon.js:16
e.render @ babylon.js:16
e.renderSorted @ babylon.js:16
e.renderTransparentSorted @ babylon.js:16
e.render @ babylon.js:16
e.render @ babylon.js:16
t._renderForCamera @ babylon.js:16
t._processSubCameras @ babylon.js:16
t.render @ babylon.js:16
(anonymous) @ turner.js:444
t._renderFrame @ babylon.js:16
t._renderLoop @ babylon.js:16
requestAnimationFrame (async)
e.QueueNewFrame @ babylon.js:16
e._queueNewFrame @ babylon.js:16
e.runRenderLoop @ babylon.js:16
readyCallback @ turner.js:443
_ @ babylon.js:16
(anonymous) @ babylon.js:16
Promise.then (async)
(anonymous) @ babylon.js:16
m @ babylon.js:16
e @ babylon.js:16
(anonymous) @ babylon.glTF2FileLoader.min.js:1
Promise.then (async)
(anonymous) @ babylon.glTF2FileLoader.min.js:1
g @ babylon.js:16
XMLHttpRequest.send (async)
e.send @ babylon.js:16
s @ babylon.js:16
m @ babylon.js:16
e.RequestFile @ babylon.js:16
t._requestFile @ babylon.js:16
e._requestFile @ babylon.glTF2FileLoader.min.js:1
e.requestFile @ babylon.glTF2FileLoader.min.js:1
b @ babylon.js:16
e._LoadData @ babylon.js:16
e.Append @ babylon.js:16
e.Load @ babylon.js:16
loadScene @ turner.js:465
(anonymous) @ index.html?modelURL=../golden-teapot-draco_web.glb:185
babylon.js:16 BJS - [15:16:35]: Vertex code:
e._ErrorEnabled @ babylon.js:16
e._processCompilationErrors @ babylon.js:16
e._checkIsReady @ babylon.js:16
(anonymous) @ babylon.js:16
setTimeout (async)
e._checkIsReady @ babylon.js:16
e._prepareEffect @ babylon.js:16
e._useFinalCode @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
e @ babylon.js:16
e.createEffect @ babylon.js:16
t.isReadyForSubMesh @ babylonjs.materials.min.js:16
t.render @ babylon.js:16
e.render @ babylon.js:16
e.renderSorted @ babylon.js:16
e.renderTransparentSorted @ babylon.js:16
e.render @ babylon.js:16
e.render @ babylon.js:16
t._renderForCamera @ babylon.js:16
t._processSubCameras @ babylon.js:16
t.render @ babylon.js:16
(anonymous) @ turner.js:444
t._renderFrame @ babylon.js:16
t._renderLoop @ babylon.js:16
requestAnimationFrame (async)
e.QueueNewFrame @ babylon.js:16
e._queueNewFrame @ babylon.js:16
e.runRenderLoop @ babylon.js:16
readyCallback @ turner.js:443
_ @ babylon.js:16
(anonymous) @ babylon.js:16
Promise.then (async)
(anonymous) @ babylon.js:16
m @ babylon.js:16
e @ babylon.js:16
(anonymous) @ babylon.glTF2FileLoader.min.js:1
Promise.then (async)
(anonymous) @ babylon.glTF2FileLoader.min.js:1
g @ babylon.js:16
XMLHttpRequest.send (async)
e.send @ babylon.js:16
s @ babylon.js:16
m @ babylon.js:16
e.RequestFile @ babylon.js:16
t._requestFile @ babylon.js:16
e._requestFile @ babylon.glTF2FileLoader.min.js:1
e.requestFile @ babylon.glTF2FileLoader.min.js:1
b @ babylon.js:16
e._LoadData @ babylon.js:16
e.Append @ babylon.js:16
e.Load @ babylon.js:16
loadScene @ turner.js:465
(anonymous) @ index.html?modelURL=../golden-teapot-draco_web.glb:185
babylon.js:16 BJS - [15:16:35]: #version 300 es
#define WEBGL2 
#define NORMAL
#define NUM_BONE_INFLUENCERS 0
#define BonesPerMesh 0
#define DEPTHPREPASS
#define LIGHT0
#define DIRLIGHT0
#define SHADOW0
#define SHADOWESM0
#define SHADOWS
#define SHADOWFLOAT

#define SHADER_NAME vertex:shadowOnly
precision highp float;
in vec3 position;
in vec3 normal;
uniform mat4 world;
uniform mat4 view;
uniform mat4 viewProjection;
out vec3 vPositionW;
out vec3 vNormalW;
uniform Light0
{
vec4 vLightData;
vec4 vLightDiffuse;
vec4 vLightSpecular;
vec4 shadowsInfo;
vec2 depthValues;
} light0;
out vec4 vPositionFromLight0;
out float vDepthMetric0;
uniform sampler2D shadowSampler0;
uniform mat4 lightMatrix0;
void main(void) {
mat4 finalWorld=world;
vec4 worldPos=finalWorld*vec4(position,1.0);
gl_Position=viewProjection*worldPos;
vPositionW=vec3(worldPos);
vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));
vPositionFromLight0=lightMatrix0*worldPos;
vDepthMetric0=((vPositionFromLight0.z+light0.depthValues.x)/(light0.depthValues.y));
}

e._ErrorEnabled @ babylon.js:16
e._processCompilationErrors @ babylon.js:16
e._checkIsReady @ babylon.js:16
(anonymous) @ babylon.js:16
setTimeout (async)
e._checkIsReady @ babylon.js:16
e._prepareEffect @ babylon.js:16
e._useFinalCode @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
e @ babylon.js:16
e.createEffect @ babylon.js:16
t.isReadyForSubMesh @ babylonjs.materials.min.js:16
t.render @ babylon.js:16
e.render @ babylon.js:16
e.renderSorted @ babylon.js:16
e.renderTransparentSorted @ babylon.js:16
e.render @ babylon.js:16
e.render @ babylon.js:16
t._renderForCamera @ babylon.js:16
t._processSubCameras @ babylon.js:16
t.render @ babylon.js:16
(anonymous) @ turner.js:444
t._renderFrame @ babylon.js:16
t._renderLoop @ babylon.js:16
requestAnimationFrame (async)
e.QueueNewFrame @ babylon.js:16
e._queueNewFrame @ babylon.js:16
e.runRenderLoop @ babylon.js:16
readyCallback @ turner.js:443
_ @ babylon.js:16
(anonymous) @ babylon.js:16
Promise.then (async)
(anonymous) @ babylon.js:16
m @ babylon.js:16
e @ babylon.js:16
(anonymous) @ babylon.glTF2FileLoader.min.js:1
Promise.then (async)
(anonymous) @ babylon.glTF2FileLoader.min.js:1
g @ babylon.js:16
XMLHttpRequest.send (async)
e.send @ babylon.js:16
s @ babylon.js:16
m @ babylon.js:16
e.RequestFile @ babylon.js:16
t._requestFile @ babylon.js:16
e._requestFile @ babylon.glTF2FileLoader.min.js:1
e.requestFile @ babylon.glTF2FileLoader.min.js:1
b @ babylon.js:16
e._LoadData @ babylon.js:16
e.Append @ babylon.js:16
e.Load @ babylon.js:16
loadScene @ turner.js:465
(anonymous) @ index.html?modelURL=../golden-teapot-draco_web.glb:185
babylon.js:16 BJS - [15:16:35]: Fragment code:
e._ErrorEnabled @ babylon.js:16
e._processCompilationErrors @ babylon.js:16
e._checkIsReady @ babylon.js:16
(anonymous) @ babylon.js:16
setTimeout (async)
e._checkIsReady @ babylon.js:16
e._prepareEffect @ babylon.js:16
e._useFinalCode @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
e @ babylon.js:16
e.createEffect @ babylon.js:16
t.isReadyForSubMesh @ babylonjs.materials.min.js:16
t.render @ babylon.js:16
e.render @ babylon.js:16
e.renderSorted @ babylon.js:16
e.renderTransparentSorted @ babylon.js:16
e.render @ babylon.js:16
e.render @ babylon.js:16
t._renderForCamera @ babylon.js:16
t._processSubCameras @ babylon.js:16
t.render @ babylon.js:16
(anonymous) @ turner.js:444
t._renderFrame @ babylon.js:16
t._renderLoop @ babylon.js:16
requestAnimationFrame (async)
e.QueueNewFrame @ babylon.js:16
e._queueNewFrame @ babylon.js:16
e.runRenderLoop @ babylon.js:16
readyCallback @ turner.js:443
_ @ babylon.js:16
(anonymous) @ babylon.js:16
Promise.then (async)
(anonymous) @ babylon.js:16
m @ babylon.js:16
e @ babylon.js:16
(anonymous) @ babylon.glTF2FileLoader.min.js:1
Promise.then (async)
(anonymous) @ babylon.glTF2FileLoader.min.js:1
g @ babylon.js:16
XMLHttpRequest.send (async)
e.send @ babylon.js:16
s @ babylon.js:16
m @ babylon.js:16
e.RequestFile @ babylon.js:16
t._requestFile @ babylon.js:16
e._requestFile @ babylon.glTF2FileLoader.min.js:1
e.requestFile @ babylon.glTF2FileLoader.min.js:1
b @ babylon.js:16
e._LoadData @ babylon.js:16
e.Append @ babylon.js:16
e.Load @ babylon.js:16
loadScene @ turner.js:465
(anonymous) @ index.html?modelURL=../golden-teapot-draco_web.glb:185
babylon.js:16 BJS - [15:16:35]: #version 300 es
#define WEBGL2 
#define NORMAL
#define NUM_BONE_INFLUENCERS 0
#define BonesPerMesh 0
#define DEPTHPREPASS
#define LIGHT0
#define DIRLIGHT0
#define SHADOW0
#define SHADOWESM0
#define SHADOWS
#define SHADOWFLOAT

#define SHADER_NAME fragment:shadowOnly
precision highp float;
uniform vec3 vEyePosition;
uniform float alpha;
uniform vec3 shadowColor;
in vec3 vPositionW;
in vec3 vNormalW;
const float PI=3.1415926535897932384626433832795;
const float HALF_MIN=5.96046448e-08;
const float LinearEncodePowerApprox=2.2;
const float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;
const vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);
const float Epsilon=0.0000001;
#define saturate(x) clamp(x,0.0,1.0)
#define absEps(x) abs(x)+Epsilon
#define maxEps(x) max(x,Epsilon)
#define saturateEps(x) clamp(x,Epsilon,1.0)
mat3 transposeMat3(mat3 inMatrix) {
vec3 i0=inMatrix[0];
vec3 i1=inMatrix[1];
vec3 i2=inMatrix[2];
mat3 outMatrix=mat3(
vec3(i0.x,i1.x,i2.x),
vec3(i0.y,i1.y,i2.y),
vec3(i0.z,i1.z,i2.z)
);
return outMatrix;
}
mat3 inverseMat3(mat3 inMatrix) {
float a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];
float a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];
float a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];
float b01=a22*a11-a12*a21;
float b11=-a22*a10+a12*a20;
float b21=a21*a10-a11*a20;
float det=a00*b01+a01*b11+a02*b21;
return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),
b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),
b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;
}
float toLinearSpace(float color)
{
return pow(color,LinearEncodePowerApprox);
}
vec3 toLinearSpace(vec3 color)
{
return pow(color,vec3(LinearEncodePowerApprox));
}
vec4 toLinearSpace(vec4 color)
{
return vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);
}
vec3 toGammaSpace(vec3 color)
{
return pow(color,vec3(GammaEncodePowerApprox));
}
vec4 toGammaSpace(vec4 color)
{
return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
}
float toGammaSpace(float color)
{
return pow(color,GammaEncodePowerApprox);
}
float square(float value)
{
return value*value;
}
float pow5(float value) {
float sq=value*value;
return sq*sq*value;
}
float getLuminance(vec3 color)
{
return clamp(dot(color,LuminanceEncodeApprox),0.,1.);
}
float getRand(vec2 seed) {
return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);
}
float dither(vec2 seed,float varianceAmount) {
float rand=getRand(seed);
float dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);
return dither;
}
const float rgbdMaxRange=255.0;
vec4 toRGBD(vec3 color) {
float maxRGB=maxEps(max(color.r,max(color.g,color.b)));
float D=max(rgbdMaxRange/maxRGB,1.);
D=clamp(floor(D)/255.0,0.,1.);
vec3 rgb=color.rgb*D;
rgb=toGammaSpace(rgb);
return vec4(rgb,D);
}
vec3 fromRGBD(vec4 rgbd) {
rgbd.rgb=toLinearSpace(rgbd.rgb);
return rgbd.rgb/rgbd.a;
}
uniform Light0
{
vec4 vLightData;
vec4 vLightDiffuse;
vec4 vLightSpecular;
vec4 shadowsInfo;
vec2 depthValues;
} light0;
in vec4 vPositionFromLight0;
in float vDepthMetric0;
uniform sampler2D shadowSampler0;
uniform mat4 lightMatrix0;
struct lightingInfo
{
vec3 diffuse;
};
lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {
lightingInfo result;
vec3 lightVectorW;
float attenuation=1.0;
if (lightData.w == 0.)
{
vec3 direction=lightData.xyz-vPositionW;
attenuation=max(0.,1.0-length(direction)/range);
lightVectorW=normalize(direction);
}
else
{
lightVectorW=normalize(-lightData.xyz);
}
float ndl=max(0.,dot(vNormal,lightVectorW));
result.diffuse=ndl*diffuseColor*attenuation;
return result;
}
lightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {
lightingInfo result;
vec3 direction=lightData.xyz-vPositionW;
vec3 lightVectorW=normalize(direction);
float attenuation=max(0.,1.0-length(direction)/range);
float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));
if (cosAngle>=lightDirection.w)
{
cosAngle=max(0.,pow(cosAngle,lightData.w));
attenuation*=cosAngle;
float ndl=max(0.,dot(vNormal,lightVectorW));
result.diffuse=ndl*diffuseColor*attenuation;
return result;
}
result.diffuse=vec3(0.);
return result;
}
lightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {
lightingInfo result;
float ndl=dot(vNormal,lightData.xyz)*0.5+0.5;
result.diffuse=mix(groundColor,diffuseColor,ndl);
return result;
}
#define inline
vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){
vec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);
strq/=strq.w;
vec3 textureColor=texture(projectionLightSampler,strq
e._ErrorEnabled @ babylon.js:16
e._processCompilationErrors @ babylon.js:16
e._checkIsReady @ babylon.js:16
(anonymous) @ babylon.js:16
setTimeout (async)
e._checkIsReady @ babylon.js:16
e._prepareEffect @ babylon.js:16
e._useFinalCode @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
e @ babylon.js:16
e.createEffect @ babylon.js:16
t.isReadyForSubMesh @ babylonjs.materials.min.js:16
t.render @ babylon.js:16
e.render @ babylon.js:16
e.renderSorted @ babylon.js:16
e.renderTransparentSorted @ babylon.js:16
e.render @ babylon.js:16
e.render @ babylon.js:16
t._renderForCamera @ babylon.js:16
t._processSubCameras @ babylon.js:16
t.render @ babylon.js:16
(anonymous) @ turner.js:444
t._renderFrame @ babylon.js:16
t._renderLoop @ babylon.js:16
requestAnimationFrame (async)
e.QueueNewFrame @ babylon.js:16
e._queueNewFrame @ babylon.js:16
e.runRenderLoop @ babylon.js:16
readyCallback @ turner.js:443
_ @ babylon.js:16
(anonymous) @ babylon.js:16
Promise.then (async)
(anonymous) @ babylon.js:16
m @ babylon.js:16
e @ babylon.js:16
(anonymous) @ babylon.glTF2FileLoader.min.js:1
Promise.then (async)
(anonymous) @ babylon.glTF2FileLoader.min.js:1
g @ babylon.js:16
XMLHttpRequest.send (async)
e.send @ babylon.js:16
s @ babylon.js:16
m @ babylon.js:16
e.RequestFile @ babylon.js:16
t._requestFile @ babylon.js:16
e._requestFile @ babylon.glTF2FileLoader.min.js:1
e.requestFile @ babylon.glTF2FileLoader.min.js:1
b @ babylon.js:16
e._LoadData @ babylon.js:16
e.Append @ babylon.js:16
e.Load @ babylon.js:16
loadScene @ turner.js:465
(anonymous) @ index.html?modelURL=../golden-teapot-draco_web.glb:185
babylon.js:16 BJS - [15:16:35]: Offending line [391] in fragment code: float computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)
e._ErrorEnabled @ babylon.js:16
e._processCompilationErrors @ babylon.js:16
e._checkIsReady @ babylon.js:16
(anonymous) @ babylon.js:16
setTimeout (async)
e._checkIsReady @ babylon.js:16
e._prepareEffect @ babylon.js:16
e._useFinalCode @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
(anonymous) @ babylon.js:16
e._ProcessIncludes @ babylon.js:16
e.Process @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
(anonymous) @ babylon.js:16
e._loadShader @ babylon.js:16
e @ babylon.js:16
e.createEffect @ babylon.js:16
t.isReadyForSubMesh @ babylonjs.materials.min.js:16
t.render @ babylon.js:16
e.render @ babylon.js:16
e.renderSorted @ babylon.js:16
e.renderTransparentSorted @ babylon.js:16
e.render @ babylon.js:16
e.render @ babylon.js:16
t._renderForCamera @ babylon.js:16
t._processSubCameras @ babylon.js:16
t.render @ babylon.js:16
(anonymous) @ turner.js:444
t._renderFrame @ babylon.js:16
t._renderLoop @ babylon.js:16
requestAnimationFrame (async)
e.QueueNewFrame @ babylon.js:16
e._queueNewFrame @ babylon.js:16
e.runRenderLoop @ babylon.js:16
readyCallback @ turner.js:443
_ @ babylon.js:16
(anonymous) @ babylon.js:16
Promise.then (async)
(anonymous) @ babylon.js:16
m @ babylon.js:16
e @ babylon.js:16
(anonymous) @ babylon.glTF2FileLoader.min.js:1
Promise.then (async)
(anonymous) @ babylon.glTF2FileLoader.min.js:1
g @ babylon.js:16
XMLHttpRequest.send (async)
e.send @ babylon.js:16
s @ babylon.js:16
m @ babylon.js:16
e.RequestFile @ babylon.js:16
t._requestFile @ babylon.js:16
e._requestFile @ babylon.glTF2FileLoader.min.js:1
e.requestFile @ babylon.glTF2FileLoader.min.js:1
b @ babylon.js:16
e._LoadData @ babylon.js:16
e.Append @ babylon.js:16
e.Load @ babylon.js:16
loadScene @ turner.js:465
(anonymous) @ index.html?modelURL=../golden-teapot-draco_web.glb:185
babylon.js:16 BJS - [15:16:35]: Error: FRAGMENT SHADER ERROR: 0:391: 'sampler2DShadow' : No precision specified
ERROR: 0:406: 'sampler2DShadow' : No precision specified
ERROR: 0:435: 'sampler2DShadow' : No precision specified
ERROR: 0:647: 'sampler2DShadow' : No precision specified
ERROR: 0:696: 'sampler2DShadow' : No precision specified
ERROR: 0:701: 'sampler2DShadow' : No precision specified
ERROR: 0:706: 'sampler2DShadow' : No precision specified

Does anyone know how to fix that and get my viewer working in Chrome?
Thank you!

I think try to open in another browser if you still get the same error it might be the issue with the glb file.

In Firefox the viewer loads the asset, but I still get this error:

Unable to load from ../golden-teapot-draco_web.glb: Error in onSuccess callback

Okay, Some professional should answer your question then.

We need to see your code to be able to check what’s going on.

I think these are the most important scripts:
scripts.zip (12.5 KB)

Your example seems to be missing a lot:

Can you open your model golden-teapot-draco_web.glb in the sandbox or any other browsers ?

The whole code:
scripts.zip (1.6 MB)

Yes this is no problem

Ok so it is a problem in your app which is at least a good thing as it does not impact as many people.

Could you now try to repro your issue in the playground ?

I can try.