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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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// Read functions for compact work buffer format (20 bytes/splat): // - dataColor: R32U (4B): RGB color (11+11+10 bits, range [0, 4]) // - dataTransformA: RGBA32U (16B): center.xyz as f32 + scale.xyz (3x8-bit log-encoded) + alpha (8 bits) // - dataTransformB: R32U (4B): half-angle quaternion (11+11+10 bits) var glslCompactRead = /* glsl */ ` // Required call order: getCenter() first, then getOpacity() for early culling (no extra loads), // then getColor() (returns RGB only). getRotation(), getScale() can follow in any order. uvec4 cachedTransformA; vec3 getCenter() { cachedTransformA = loadDataTransformA(); return vec3(uintBitsToFloat(cachedTransformA.r), uintBitsToFloat(cachedTransformA.g), uintBitsToFloat(cachedTransformA.b)); } float getOpacity() { return float(cachedTransformA.a >> 24u) / 255.0; } vec3 getColor() { uint packed = loadDataColor().x; float r = float(packed & 0x7FFu) * (4.0 / 2047.0); float g = float((packed >> 11u) & 0x7FFu) * (4.0 / 2047.0); float b = float((packed >> 22u) & 0x3FFu) * (4.0 / 1023.0); return vec3(r, g, b); } vec4 getRotation() { uint packed = loadDataTransformB().x; // dequantize half-angle projected quaternion: 11+11+10 bits to [-1, 1] vec3 p = vec3( float(packed & 0x7FFu) / 2047.0 * 2.0 - 1.0, float((packed >> 11u) & 0x7FFu) / 2047.0 * 2.0 - 1.0, float((packed >> 22u) & 0x3FFu) / 1023.0 * 2.0 - 1.0 ); // inverse half-angle transform, returns (w, x, y, z) format float d = dot(p, p); return vec4(1.0 - d, sqrt(max(0.0, 2.0 - d)) * p); } vec3 getScale() { uint packed = cachedTransformA.a; float sx = float(packed & 0xFFu); float sy = float((packed >> 8u) & 0xFFu); float sz = float((packed >> 16u) & 0xFFu); // decode log-encoded scale: 0 = true zero, 1-255 maps linearly in log-space to e^-12..e^9 const float logRange = 21.0 / 255.0; const float logMin = -12.0; return vec3( sx == 0.0 ? 0.0 : exp(sx * logRange + logMin), sy == 0.0 ? 0.0 : exp(sy * logRange + logMin), sz == 0.0 ? 0.0 : exp(sz * logRange + logMin) ); } `; export { glslCompactRead as default };