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playcanvas

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PlayCanvas WebGL game engine

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var gsplatEvalSHVS = ` #if SH_BANDS == 1 const SH_COEFFS: i32 = 3; #elif SH_BANDS == 2 const SH_COEFFS: i32 = 8; #elif SH_BANDS == 3 const SH_COEFFS: i32 = 15; #else const SH_COEFFS: i32 = 0; #endif #if SH_BANDS > 0 const SH_C1: f32 = 0.4886025119029199; #if SH_BANDS > 1 const SH_C2_0: f32 = 1.0925484305920792; const SH_C2_1: f32 = -1.0925484305920792; const SH_C2_2: f32 = 0.31539156525252005; const SH_C2_3: f32 = -1.0925484305920792; const SH_C2_4: f32 = 0.5462742152960396; #endif #if SH_BANDS > 2 const SH_C3_0: f32 = -0.5900435899266435; const SH_C3_1: f32 = 2.890611442640554; const SH_C3_2: f32 = -0.4570457994644658; const SH_C3_3: f32 = 0.3731763325901154; const SH_C3_4: f32 = -0.4570457994644658; const SH_C3_5: f32 = 1.445305721320277; const SH_C3_6: f32 = -0.5900435899266435; #endif fn evalSH(sh: ptr<function, array<vec3f, SH_COEFFS>>, dir: vec3f) -> vec3f { let x = dir.x; let y = dir.y; let z = dir.z; var result = SH_C1 * (-sh[0] * y + sh[1] * z - sh[2] * x); #if SH_BANDS > 1 let xx = x * x; let yy = y * y; let zz = z * z; let xy = x * y; let yz = y * z; let xz = x * z; result = 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 = 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 };