playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
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TypeScript
declare const _default: "\n #if SH_BANDS == 1\n #define SH_COEFFS 3\n #elif SH_BANDS == 2\n #define SH_COEFFS 8\n #elif SH_BANDS == 3\n #define SH_COEFFS 15\n #else\n #define SH_COEFFS 0\n #endif\n\n #if SH_BANDS > 0\n\n const float SH_C1 = 0.4886025119029199f;\n\n #if SH_BANDS > 1\n const float SH_C2_0 = 1.0925484305920792f;\n const float SH_C2_1 = -1.0925484305920792f;\n const float SH_C2_2 = 0.31539156525252005f;\n const float SH_C2_3 = -1.0925484305920792f;\n const float SH_C2_4 = 0.5462742152960396f;\n #endif\n\n #if SH_BANDS > 2\n const float SH_C3_0 = -0.5900435899266435f;\n const float SH_C3_1 = 2.890611442640554f;\n const float SH_C3_2 = -0.4570457994644658f;\n const float SH_C3_3 = 0.3731763325901154f;\n const float SH_C3_4 = -0.4570457994644658f;\n const float SH_C3_5 = 1.445305721320277f;\n const float SH_C3_6 = -0.5900435899266435f;\n #endif\n\n // see https://github.com/graphdeco-inria/gaussian-splatting/blob/main/utils/sh_utils.py\n vec3 evalSH(in vec3 sh[SH_COEFFS], in vec3 dir) {\n float x = dir.x;\n float y = dir.y;\n float z = dir.z;\n\n // 1st degree\n vec3 result = SH_C1 * (-sh[0] * y + sh[1] * z - sh[2] * x);\n\n #if SH_BANDS > 1\n // 2nd degree\n float xx = x * x;\n float yy = y * y;\n float zz = z * z;\n float xy = x * y;\n float yz = y * z;\n float xz = x * z;\n\n result +=\n sh[3] * (SH_C2_0 * xy) +\n sh[4] * (SH_C2_1 * yz) +\n sh[5] * (SH_C2_2 * (2.0 * zz - xx - yy)) +\n sh[6] * (SH_C2_3 * xz) +\n sh[7] * (SH_C2_4 * (xx - yy));\n #endif\n\n #if SH_BANDS > 2\n // 3rd degree\n result +=\n sh[8] * (SH_C3_0 * y * (3.0 * xx - yy)) +\n sh[9] * (SH_C3_1 * xy * z) +\n sh[10] * (SH_C3_2 * y * (4.0 * zz - xx - yy)) +\n sh[11] * (SH_C3_3 * z * (2.0 * zz - 3.0 * xx - 3.0 * yy)) +\n sh[12] * (SH_C3_4 * x * (4.0 * zz - xx - yy)) +\n sh[13] * (SH_C3_5 * z * (xx - yy)) +\n sh[14] * (SH_C3_6 * x * (xx - 3.0 * yy));\n #endif\n\n return result;\n }\n #endif\n";
export default _default;