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

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var gsplatEvalSH_default = ` #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: half = half(0.4886025119029199); #if SH_BANDS > 1 const SH_C2_0: half = half(1.0925484305920792); const SH_C2_1: half = half(-1.0925484305920792); const SH_C2_2: half = half(0.31539156525252005); const SH_C2_3: half = half(-1.0925484305920792); const SH_C2_4: half = half(0.5462742152960396); #endif #if SH_BANDS > 2 const SH_C3_0: half = half(-0.5900435899266435); const SH_C3_1: half = half(2.890611442640554); const SH_C3_2: half = half(-0.4570457994644658); const SH_C3_3: half = half(0.3731763325901154); const SH_C3_4: half = half(-0.4570457994644658); const SH_C3_5: half = half(1.445305721320277); const SH_C3_6: half = half(-0.5900435899266435); #endif fn evalSH(sh: ptr<function, array<half3, SH_COEFFS>>, dir: vec3f) -> half3 { let d: half3 = half3(dir); var result: half3 = SH_C1 * (-sh[0] * d.y + sh[1] * d.z - sh[2] * d.x); #if SH_BANDS > 1 let xx: half = d.x * d.x; let yy: half = d.y * d.y; let zz: half = d.z * d.z; let xy: half = d.x * d.y; let yz: half = d.y * d.z; let xz: half = d.x * d.z; result = result + ( sh[3] * (SH_C2_0 * xy) + sh[4] * (SH_C2_1 * yz) + sh[5] * (SH_C2_2 * (half(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 * d.y * (half(3.0) * xx - yy)) + sh[9] * (SH_C3_1 * xy * d.z) + sh[10] * (SH_C3_2 * d.y * (half(4.0) * zz - xx - yy)) + sh[11] * (SH_C3_3 * d.z * (half(2.0) * zz - half(3.0) * xx - half(3.0) * yy)) + sh[12] * (SH_C3_4 * d.x * (half(4.0) * zz - xx - yy)) + sh[13] * (SH_C3_5 * d.z * (xx - yy)) + sh[14] * (SH_C3_6 * d.x * (xx - half(3.0) * yy)) ); #endif return result; } #endif `; export { gsplatEvalSH_default as default };