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@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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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import { gaussianSplattingVertexDeclaration } from "./ShadersInclude/gaussianSplattingVertexDeclaration.js"; import { sceneUboDeclaration } from "./ShadersInclude/sceneUboDeclaration.js"; import { meshUboDeclaration } from "./ShadersInclude/meshUboDeclaration.js"; import { gaussianSplattingUboDeclaration } from "./ShadersInclude/gaussianSplattingUboDeclaration.js"; import { gaussianSplatting } from "./ShadersInclude/gaussianSplatting.js"; const name = "gaussianSplattingVoxelVertexShader"; const shader = `#include<__decl__gaussianSplattingVertex> uniform vec2 dataTextureSize;uniform float alpha;uniform mat4 invWorldScale;uniform mat4 viewMatrix;uniform sampler2D rotationsATexture;uniform sampler2D rotationsBTexture;uniform sampler2D rotationScaleTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture; #if IS_COMPOUND uniform mat4 partWorld[MAX_PART_COUNT];uniform float partVisibility[MAX_PART_COUNT];uniform sampler2D partIndicesTexture; #endif varying vec3 vNormalizedPosition;varying vec3 vNormalizedCenterPosition;varying float vAlpha;varying vec2 vPatchPosition; #include<gaussianSplatting> void main(void) {float splatIndex=getSplatIndex(int(position.z+0.5));Splat splat=readSplat(splatIndex); #if IS_COMPOUND if (partVisibility[splat.partIndex]==0.0) {gl_Position=vec4(2.0,2.0,2.0,1.0);return;} mat4 splatWorld=getPartWorld(splat.partIndex); #else mat4 splatWorld=world; #endif vec4 worldPos=computeVoxelSplatWorldPos(splat.rotationA,splat.rotationB,splat.rotationScale,splat.center.xyz,splatWorld,viewMatrix,invWorldScale,position.xy);gl_Position=viewMatrix*invWorldScale*worldPos;vNormalizedPosition=gl_Position.xyz*0.5+0.5;vec4 viewCenterPos=viewMatrix*invWorldScale*splatWorld*vec4(splat.center.xyz,1.0);vNormalizedCenterPosition=viewCenterPos.xyz*0.5+0.5;vAlpha=splat.color.w*alpha; #if IS_COMPOUND vAlpha*=partVisibility[splat.partIndex]; #endif vPatchPosition=position.xy;}`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } const includes = [gaussianSplattingVertexDeclaration, sceneUboDeclaration, meshUboDeclaration, gaussianSplattingUboDeclaration, gaussianSplatting]; for (const inc of includes) { if (!ShaderStore.IncludesShadersStore[inc.name]) { ShaderStore.IncludesShadersStore[inc.name] = inc.shader; } } /** @internal */ export const gaussianSplattingVoxelVertexShader = { name, shader }; //# sourceMappingURL=gaussianSplattingVoxel.vertex.js.map