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playcanvas

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PlayCanvas WebGL game engine

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var gsplatEvalSHVS = ` #if SH_BANDS == 1 #define SH_COEFFS 3 #elif SH_BANDS == 2 #define SH_COEFFS 8 #elif SH_BANDS == 3 #define SH_COEFFS 15 #else #define SH_COEFFS 0 #endif #if SH_BANDS > 0 const float SH_C1 = 0.4886025119029199f; #if SH_BANDS > 1 const float SH_C2_0 = 1.0925484305920792f; const float SH_C2_1 = -1.0925484305920792f; const float SH_C2_2 = 0.31539156525252005f; const float SH_C2_3 = -1.0925484305920792f; const float SH_C2_4 = 0.5462742152960396f; #endif #if SH_BANDS > 2 const float SH_C3_0 = -0.5900435899266435f; const float SH_C3_1 = 2.890611442640554f; const float SH_C3_2 = -0.4570457994644658f; const float SH_C3_3 = 0.3731763325901154f; const float SH_C3_4 = -0.4570457994644658f; const float SH_C3_5 = 1.445305721320277f; const float SH_C3_6 = -0.5900435899266435f; #endif vec3 evalSH(in vec3 sh[SH_COEFFS], in vec3 dir) { float x = dir.x; float y = dir.y; float z = dir.z; vec3 result = SH_C1 * (-sh[0] * y + sh[1] * z - sh[2] * x); #if SH_BANDS > 1 float xx = x * x; float yy = y * y; float zz = z * z; float xy = x * y; float yz = y * z; float xz = x * z; result += sh[3] * (SH_C2_0 * xy) + sh[4] * (SH_C2_1 * yz) + sh[5] * (SH_C2_2 * (2.0 * zz - xx - yy)) + sh[6] * (SH_C2_3 * xz) + sh[7] * (SH_C2_4 * (xx - yy)); #endif #if SH_BANDS > 2 result += sh[8] * (SH_C3_0 * y * (3.0 * xx - yy)) + sh[9] * (SH_C3_1 * xy * z) + sh[10] * (SH_C3_2 * y * (4.0 * zz - xx - yy)) + sh[11] * (SH_C3_3 * z * (2.0 * zz - 3.0 * xx - 3.0 * yy)) + sh[12] * (SH_C3_4 * x * (4.0 * zz - xx - yy)) + sh[13] * (SH_C3_5 * z * (xx - yy)) + sh[14] * (SH_C3_6 * x * (xx - 3.0 * yy)); #endif return result; } #endif `; export { gsplatEvalSHVS as default };