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playcanvas

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

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var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); import { FramePass } from "../../platform/graphics/frame-pass.js"; class FramePassGSplatComputeLocal extends FramePass { /** * @param {GSplatComputeLocalRenderer} renderer - The compute renderer that owns this pass. */ constructor(renderer) { super(renderer.device); /** @type {GSplatComputeLocalRenderer} */ __publicField(this, "renderer"); this.renderer = renderer; this.name = "FramePassGSplatComputeLocal"; } frameUpdate() { const renderer = this.renderer; const camera = renderer.cameraNode.camera; const rt = camera.renderTarget; const rtWidth = rt ? rt.width : this.device.width; const rtHeight = rt ? rt.height : this.device.height; const rect = camera.rect; const width = Math.floor(rtWidth * rect.z); const height = Math.floor(rtHeight * rect.w); renderer.resizeOutputTexture(width, height); } execute() { this.renderer.dispatch(); } } export { FramePassGSplatComputeLocal };