playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
60 lines (51 loc) • 1.88 kB
JavaScript
var containerCompactRead_default = (
/* 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 data = loadDataColor().x;
float r = float(data & 0x7FFu) * (4.0 / 2047.0);
float g = float((data >> 11u) & 0x7FFu) * (4.0 / 2047.0);
float b = float((data >> 22u) & 0x3FFu) * (4.0 / 1023.0);
return vec3(r, g, b);
}
vec4 getRotation() {
uint data = loadDataTransformB().x;
// dequantize half-angle projected quaternion: 11+11+10 bits to [-1, 1]
vec3 p = vec3(
float(data & 0x7FFu) / 2047.0 * 2.0 - 1.0,
float((data >> 11u) & 0x7FFu) / 2047.0 * 2.0 - 1.0,
float((data >> 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 data = cachedTransformA.a;
float sx = float(data & 0xFFu);
float sy = float((data >> 8u) & 0xFFu);
float sz = float((data >> 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 {
containerCompactRead_default as default
};