@babylonjs/viewer
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The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.
53 lines (50 loc) • 3.09 kB
JavaScript
import { S as ShaderStore } from './index-MZPybX0H.esm.js';
import { s as sceneUboDeclarationWGSL } from './sceneUboDeclaration-F06dki1D.esm.js';
import { m as meshUboDeclarationWGSL } from './meshUboDeclaration-CCr-qXSL.esm.js';
import { g as gaussianSplattingWGSL } from './gaussianSplatting-CeyBcD1t.esm.js';
// Do not edit.
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 */
const gaussianSplattingVoxelVertexShaderWGSL = { name, shader };
export { gaussianSplattingVoxelVertexShaderWGSL };
//# sourceMappingURL=gaussianSplattingVoxel.vertex-CgUbzjJb.esm.js.map