UNPKG

@babylonjs/core

Version:

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.

27 lines 2.17 kB
// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "gaussianSplattingVoxelPixelShader"; const shader = `precision highp float;layout(location=0) out highp float glFragData[MAX_DRAW_BUFFERS];varying vec3 vNormalizedPosition;varying vec3 vNormalizedCenterPosition;varying float vAlpha;varying vec2 vPatchPosition;uniform float nearPlane;uniform float farPlane;uniform float stepSize;float max3(vec3 v) { return max(max(v.x,v.y),v.z); } float prngCanonical1d(float co) {return fract(sin(co*91.3458)*47453.5453);} float prngCanonical2d(vec2 co) {return fract(sin(dot(vec2(co.x,co.y),vec2(12.9898,78.233)))*43758.5453);} float prngCanonical3d(vec3 co) {return prngCanonical2d(vec2(co.x,co.y)+prngCanonical1d(co.z));} void main(void) {vec3 normPos=vNormalizedPosition.xyz;if (normPos.z<nearPlane || normPos.z>farPlane) {discard;} float distToCenter=max3(abs(vNormalizedCenterPosition-normPos));float shadowingOpacity=clamp((distToCenter<stepSize ? 1.0 : exp(-dot(vPatchPosition,vPatchPosition)))*vAlpha,0.0,1.0);if (shadowingOpacity<1.0 && shadowingOpacity<prngCanonical3d(normPos/stepSize)) {discard;} glFragData[0]=normPos.z<nearPlane+stepSize ? 1.0 : 0.0;glFragData[1]=normPos.z>=nearPlane+stepSize && normPos.z<nearPlane+2.0*stepSize ? 1.0 : 0.0;glFragData[2]=normPos.z>=nearPlane+2.0*stepSize && normPos.z<nearPlane+3.0*stepSize ? 1.0 : 0.0;glFragData[3]=normPos.z>=nearPlane+3.0*stepSize && normPos.z<nearPlane+4.0*stepSize ? 1.0 : 0.0; #if MAX_DRAW_BUFFERS>4 glFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? 1.0 : 0.0;glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? 1.0 : 0.0; #if MAX_DRAW_BUFFERS>6 glFragData[6]=normPos.z>=nearPlane+6.0*stepSize && normPos.z<nearPlane+7.0*stepSize ? 1.0 : 0.0;glFragData[7]=normPos.z>=nearPlane+7.0*stepSize && normPos.z<nearPlane+8.0*stepSize ? 1.0 : 0.0; #endif #endif }`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const gaussianSplattingVoxelPixelShader = { name, shader }; //# sourceMappingURL=gaussianSplattingVoxel.fragment.js.map