playcanvas
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Open-source WebGL/WebGPU 3D engine for the web
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TypeScript
declare const _default: "\n\n#include \"gsplatHelpersVS\"\n#include \"gsplatOutputVS\"\n\nattribute vertex_position: vec3f;\n\nuniform viewport_size: vec4f;\n\n// -inverse(matrix_projection)[row 2]; lets the VS reconstruct linear view\n// depth from clipPos via dot(clipToViewZ, clip). Set per-camera by the\n// renderer (see GSplatHybridRenderer).\nuniform clipToViewZ: vec4f;\n\n#if defined(SHADOW_PASS) || defined(PICK_PASS) || defined(PREPASS_PASS)\n uniform alphaClip: f32;\n#else\n uniform alphaClipForward: f32;\n#endif\n\n// Globally sorted indices into projCache (output of the radix sort).\nvar<storage, read> sortedIndices: array<u32>;\n\n// Pre-projected splat cache (8 u32 slots per splat).\nvar<storage, read> projCache: array<u32>;\n\n// Visible splat count written by compute-gsplat-projector-write-indirect-args.js.\nvar<storage, read> numSplatsStorage: array<u32>;\n\nvarying gaussianUV: half2;\nvarying gaussianColor: half4;\n\n#ifndef DITHER_NONE\n varying id: f32;\n#endif\n\n#ifdef PREPASS_PASS\n varying vLinearDepth: f32;\n#endif\n\n#if defined(GSPLAT_UNIFIED_ID) && defined(PICK_PASS)\n varying @interpolate(flat) vPickId: u32;\n#endif\n\n#ifdef GSPLAT_OVERDRAW\n uniform colorRampIntensity: f32;\n var colorRamp: texture_2d<f32>;\n var colorRampSampler: sampler;\n#endif\n\nconst discardVec: vec4f = vec4f(0.0, 0.0, 2.0, 1.0);\n\n@vertex\nfn vertexMain(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n\n // Same instance/quad linearisation as gsplatSourceVS:\n // order = instanceIdx * GSPLAT_INSTANCE_SIZE + perInstanceQuadIdx.\n let order = pcInstanceIndex * {GSPLAT_INSTANCE_SIZE}u + u32(vertex_position.z);\n\n let numSplats = numSplatsStorage[0];\n if (order >= numSplats) {\n output.position = discardVec;\n return output;\n }\n\n let cacheIdx = sortedIndices[order];\n let base = cacheIdx * {CACHE_STRIDE}u;\n\n let proj = vec4f(\n bitcast<f32>(projCache[base + 0u]),\n bitcast<f32>(projCache[base + 1u]),\n bitcast<f32>(projCache[base + 2u]),\n bitcast<f32>(projCache[base + 3u])\n );\n let v1 = unpack2x16float(projCache[base + 4u]);\n let v2 = unpack2x16float(projCache[base + 5u]);\n\n // Color / opacity / pickId: slot 6 is either packed (rg) or a raw u32 pcId.\n let ba = unpack2x16float(projCache[base + 7u]);\n let alpha = half(ba.y);\n\n #if defined(GSPLAT_UNIFIED_ID) && defined(PICK_PASS)\n let pickId = projCache[base + 6u];\n #endif\n\n #ifdef PICK_PASS\n // In the pick path slot 6 is repurposed as the picking ID; alpha is the only\n // colour we care about in the FS gate. Slot 7's r channel is unused.\n var clr: half4 = half4(half(0.0), half(0.0), half(0.0), alpha);\n #else\n let rg = unpack2x16float(projCache[base + 6u]);\n var clr: half4 = half4(half(rg.x), half(rg.y), half(ba.x), alpha);\n #endif\n\n // clipCorner: shrink the quad to exclude near-zero alpha regions (matches gsplatCommonVS per-pass threshold).\n let cornerUV = vec2f(vertex_position.xy);\n #if defined(SHADOW_PASS) || defined(PICK_PASS) || defined(PREPASS_PASS)\n let alphaClipValue = half(uniform.alphaClip);\n #else\n let alphaClipValue = half(uniform.alphaClipForward);\n #endif\n let clip = min(half(1.0), sqrt(max(half(0.0), log(alpha / alphaClipValue))) * half(0.5));\n let cornerClipped = cornerUV * f32(clip);\n\n // Convert pixel-space offset into clip-space. proj.w is the real clipPos.w,\n // so c == clip.w / viewport matches gsplatCorner.js line 97 for both\n // perspective (w == -view.z) and orthographic (w == 1) projections.\n let c = vec2f(proj.w) * uniform.viewport_size.zw;\n let pixelOffset = cornerClipped.x * v1 + cornerClipped.y * v2;\n let clipOffset = pixelOffset * c;\n\n output.position = proj + vec4f(clipOffset, 0.0, 0.0);\n output.gaussianUV = half2(cornerClipped);\n\n // Reconstruct linear view depth from clip via the per-camera clipToViewZ\n // uniform = -inverse(matrix_projection)[row 2]. For perspective this\n // collapses to clip.w; for ortho it produces the correct -view.z. Used by\n // fog/overdraw/prepass below.\n let viewDepth = dot(uniform.clipToViewZ, proj);\n\n #ifdef GSPLAT_OVERDRAW\n // Overdraw mode renders a flat colour ramp; depth-shade input not needed.\n let t: f32 = clamp(viewDepth / 20.0, 0.0, 1.0);\n let rampColor: vec3f = textureSampleLevel(colorRamp, colorRampSampler, vec2f(t, 0.5), 0.0).rgb;\n let outAlpha = alpha * half(1.0 / 32.0) * half(uniform.colorRampIntensity);\n output.gaussianColor = half4(half3(rampColor), outAlpha);\n #else\n output.gaussianColor = half4(\n half3(prepareOutputFromGamma(max(vec3f(clr.xyz), vec3f(0.0)), viewDepth)),\n alpha\n );\n #endif\n\n #ifndef DITHER_NONE\n // Best-effort id from the cache index \u2014 used only for blue-noise dither.\n output.id = f32(cacheIdx);\n #endif\n\n #ifdef PREPASS_PASS\n output.vLinearDepth = viewDepth;\n #endif\n\n #if defined(GSPLAT_UNIFIED_ID) && defined(PICK_PASS)\n output.vPickId = pickId;\n #endif\n\n return output;\n}\n";
export default _default;