@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.
49 lines • 3.02 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import { sceneUboDeclarationWGSL } from "./ShadersInclude/sceneUboDeclaration.js";
import { meshUboDeclarationWGSL } from "./ShadersInclude/meshUboDeclaration.js";
import { gaussianSplattingWGSL } from "./ShadersInclude/gaussianSplatting.js";
const name = "gaussianSplattingVoxelVertexShader";
const shader = `
attribute splatIndex0: vec4f;attribute splatIndex1: vec4f;attribute splatIndex2: vec4f;attribute splatIndex3: vec4f;attribute position: vec3f;uniform dataTextureSize: vec2f;uniform alpha: f32;uniform invWorldScale: mat4x4f;uniform viewMatrix: mat4x4f;
uniform partWorld: array<mat4x4<f32>,MAX_PART_COUNT>;uniform partVisibility: array<f32,MAX_PART_COUNT>;
var rotationsATexture: texture_2d<f32>;var rotationsBTexture: texture_2d<f32>;var rotationScaleTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;var colorsTexture: texture_2d<f32>;
var partIndicesTexture: texture_2d<f32>;
varying vNormalizedPosition: vec3f;varying vNormalizedCenterPosition: vec3f;varying vAlpha: f32;varying vPatchPosition: vec2f;
@vertex
fn main(input: VertexInputs)->FragmentInputs {let splatIndex: f32=getSplatIndex(
i32(vertexInputs.position.z+0.5),
vertexInputs.splatIndex0,vertexInputs.splatIndex1,
vertexInputs.splatIndex2,vertexInputs.splatIndex3
);var splat: Splat=readSplat(splatIndex,uniforms.dataTextureSize);
if (uniforms.partVisibility[splat.partIndex]==0.0) {vertexOutputs.position=vec4f(2.0,2.0,2.0,1.0);return vertexOutputs;}
let splatWorld: mat4x4f=getPartWorld(splat.partIndex);
let splatWorld: mat4x4f=mesh.world;
let quadPos: vec2f=vertexInputs.position.xy;let worldPos: vec4f=computeVoxelSplatWorldPos(splat.rotationA,splat.rotationB,splat.rotationScale,splat.center.xyz,splatWorld,uniforms.viewMatrix,uniforms.invWorldScale,quadPos);vertexOutputs.vNormalizedPosition=(uniforms.invWorldScale*worldPos).xyz*0.5+0.5;let clipPos: vec4f=uniforms.viewMatrix*uniforms.invWorldScale*worldPos;vertexOutputs.position=vec4f(clipPos.x,clipPos.y,clipPos.z*0.5+0.5,1.0);vertexOutputs.vNormalizedCenterPosition=(uniforms.invWorldScale*splatWorld*vec4f(splat.center.xyz,1.0)).xyz*0.5+0.5;vertexOutputs.vAlpha=splat.color.w*uniforms.alpha;
vertexOutputs.vAlpha*=uniforms.partVisibility[splat.partIndex];
vertexOutputs.vPatchPosition=quadPos;}
`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
const includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, gaussianSplattingWGSL];
for (const inc of includes) {
if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
}
}
/** @internal */
export const gaussianSplattingVoxelVertexShaderWGSL = { name, shader };
//# sourceMappingURL=gaussianSplattingVoxel.vertex.js.map