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!