@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/gaussianSplattingVertexDeclaration.js";
import "./ShadersInclude/gaussianSplattingUboDeclaration.js";
import "./ShadersInclude/clipPlaneVertexDeclaration.js";
import "./ShadersInclude/fogVertexDeclaration.js";
import "./ShadersInclude/logDepthDeclaration.js";
import "./ShadersInclude/helperFunctions.js";
import "./ShadersInclude/gaussianSplatting.js";
import "./ShadersInclude/clipPlaneVertex.js";
import "./ShadersInclude/fogVertex.js";
import "./ShadersInclude/logDepthVertex.js";
const name = "gaussianSplattingVertexShader";
const shader = `
uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform vec3 eyePosition;uniform float alpha;
uniform mat4 partWorld[MAX_PART_COUNT];uniform float partVisibility[MAX_PART_COUNT];
uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;
uniform highp usampler2D shTexture0;
uniform highp usampler2D shTexture1;
uniform highp usampler2D shTexture2;
uniform sampler2D partIndicesTexture;
varying vec4 vColor;varying vec2 vPosition;
void main () {
float splatIndex=getSplatIndex(int(position.z+0.5));Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);
mat4 splatWorld=getPartWorld(splat.partIndex);
mat4 splatWorld=world;
vec4 worldPos=splatWorld*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position.xy;
mat3 worldRot=mat3(splatWorld);mat3 normWorldRot=inverseMat3(worldRot);vec3 eyeToSplatLocalSpace=normalize(normWorldRot*(worldPos.xyz-eyePosition));vColor.xyz=splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace);
vColor.w*=alpha;
vColor.w*=partVisibility[splat.partIndex];
vec2 scale=vec2(1.,1.);
gl_Position=gaussianSplatting(position.xy,worldPos.xyz,scale,covA,covB,splatWorld,view,projection);
}
`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const gaussianSplattingVertexShader = { name, shader };
//# sourceMappingURL=gaussianSplatting.vertex.js.map