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

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var gsplatHybrid_default = ( /* wgsl */ ` #include "gsplatHelpersVS" #include "gsplatOutputVS" #ifdef GSPLAT_USER_VARYINGS #include "gsplatUserVaryingsVS" #endif attribute vertex_position: vec3f; uniform viewport_size: vec4f; // -inverse(matrix_projection)[row 2]; lets the VS reconstruct linear view // depth from clipPos via dot(clipToViewZ, clip). Set per-camera by the // renderer (see GSplatHybridRenderer). uniform clipToViewZ: vec4f; #ifdef GSPLAT_XR // Stereo: the cache stores per-eye NDC.xy plus a shared w; the active eye is selected by the // per-view uniform view_index, and clip.z is reconstructed from w via matrix_projection. // Both come from the per-view (BINDGROUP_VIEW) uniform buffer, set per eye by the renderer. uniform view_index: u32; uniform matrix_projection: mat4x4f; #endif #if defined(SHADOW_PASS) || defined(PICK_PASS) || defined(PREPASS_PASS) uniform alphaClip: f32; #else uniform alphaClipForward: f32; #endif // Globally sorted indices into projCache (output of the radix sort). var<storage, read> sortedIndices: array<u32>; // Pre-projected splat cache (8 u32 slots per splat). var<storage, read> projCache: array<u32>; // Visible splat count written by compute-gsplat-projector-write-indirect-args.js. var<storage, read> numSplatsStorage: array<u32>; varying gaussianUV: half2; varying gaussianColor: half4; #ifndef DITHER_NONE varying id: f32; #endif #ifdef PREPASS_PASS varying vLinearDepth: f32; #endif #if defined(GSPLAT_UNIFIED_ID) && defined(PICK_PASS) varying @interpolate(flat) vPickId: u32; #endif #ifdef GSPLAT_OVERDRAW uniform colorRampIntensity: f32; var colorRamp: texture_2d<f32>; var colorRampSampler: sampler; #endif const discardVec: vec4f = vec4f(0.0, 0.0, 2.0, 1.0); @vertex fn vertexMain(input: VertexInput) -> VertexOutput { var output: VertexOutput; // Same instance/quad linearisation as gsplatSourceVS: // order = instanceIdx * GSPLAT_INSTANCE_SIZE + perInstanceQuadIdx. let order = pcInstanceIndex * {GSPLAT_INSTANCE_SIZE}u + u32(vertex_position.z); let numSplats = numSplatsStorage[0]; if (order >= numSplats) { output.position = discardVec; return output; } let cacheIdx = sortedIndices[order]; let base = cacheIdx * {CACHE_STRIDE}u; #ifdef GSPLAT_XR // Stereo layout: pick this eye's NDC.xy ([0,1] eye 0 / [2,3] eye 1), shared w/v1/v2/color. let off = uniform.view_index * 2u; let ndc = vec2f( bitcast<f32>(projCache[base + off + 0u]), bitcast<f32>(projCache[base + off + 1u]) ); let w = bitcast<f32>(projCache[base + 4u]); // Reconstruct clip.z from the shared w (perspective only). With P column-major: // clip.z = (P[2][2] / P[2][3]) * w + P[3][2] (P[2][3] is the w-row z term) // The z-row entries are identical for both eyes (same near/far), so this is eye-consistent. let pz = (uniform.matrix_projection[2][2] / uniform.matrix_projection[2][3]) * w + uniform.matrix_projection[3][2]; let proj = vec4f(ndc * w, clamp(pz, 0.0, abs(w)), w); let v1 = unpack2x16float(projCache[base + 5u]); let v2 = unpack2x16float(projCache[base + 6u]); let rgba = unpack4x8unorm(projCache[base + 7u]); let alpha = half(rgba.a); var clr: half4 = half4(half(rgba.r), half(rgba.g), half(rgba.b), alpha); #else let proj = vec4f( bitcast<f32>(projCache[base + 0u]), bitcast<f32>(projCache[base + 1u]), bitcast<f32>(projCache[base + 2u]), bitcast<f32>(projCache[base + 3u]) ); let v1 = unpack2x16float(projCache[base + 4u]); let v2 = unpack2x16float(projCache[base + 5u]); // Color / opacity / pickId: slot 6 is either packed (rg) or a raw u32 pcId. let ba = unpack2x16float(projCache[base + 7u]); let alpha = half(ba.y); #if defined(GSPLAT_UNIFIED_ID) && defined(PICK_PASS) let pickId = projCache[base + 6u]; #endif #ifdef PICK_PASS // In the pick path slot 6 is repurposed as the picking ID; alpha is the only // colour we care about in the FS gate. Slot 7's r channel is unused. var clr: half4 = half4(half(0.0), half(0.0), half(0.0), alpha); #else let rg = unpack2x16float(projCache[base + 6u]); var clr: half4 = half4(half(rg.x), half(rg.y), half(ba.x), alpha); #endif #endif // clipCorner: shrink the quad to exclude near-zero alpha regions (matches gsplatCommonVS per-pass threshold). let cornerUV = vec2f(vertex_position.xy); #if defined(SHADOW_PASS) || defined(PICK_PASS) || defined(PREPASS_PASS) let alphaClipValue = half(uniform.alphaClip); #else let alphaClipValue = half(uniform.alphaClipForward); #endif let clip = min(half(1.0), sqrt(max(half(0.0), log(alpha / alphaClipValue))) * half(0.5)); let cornerClipped = cornerUV * f32(clip); // Convert pixel-space offset into clip-space. proj.w is the real clipPos.w, // so c == clip.w / viewport matches gsplatCorner.js line 97 for both // perspective (w == -view.z) and orthographic (w == 1) projections. let c = vec2f(proj.w) * uniform.viewport_size.zw; let pixelOffset = cornerClipped.x * v1 + cornerClipped.y * v2; let clipOffset = pixelOffset * c; output.position = proj + vec4f(clipOffset, 0.0, 0.0); output.gaussianUV = half2(cornerClipped); // read user varying values from the projection cache and pass them to the outputs #ifdef GSPLAT_USER_VARYINGS #include "gsplatUserCacheReadVS" #endif // Reconstruct linear view depth from clip via the per-camera clipToViewZ // uniform = -inverse(matrix_projection)[row 2]. For perspective this // collapses to clip.w; for ortho it produces the correct -view.z. Used by // fog/overdraw/prepass below. #ifdef GSPLAT_XR // XR is perspective-only, so linear view depth is exactly the shared w (= -view.z). let viewDepth = proj.w; #else let viewDepth = dot(uniform.clipToViewZ, proj); #endif #ifdef GSPLAT_OVERDRAW // Overdraw mode renders a flat colour ramp; depth-shade input not needed. let t: f32 = clamp(viewDepth / 20.0, 0.0, 1.0); let rampColor: vec3f = textureSampleLevel(colorRamp, colorRampSampler, vec2f(t, 0.5), 0.0).rgb; let outAlpha = alpha * half(1.0 / 32.0) * half(uniform.colorRampIntensity); output.gaussianColor = half4(half3(rampColor), outAlpha); #else output.gaussianColor = half4( half3(prepareOutputFromGamma(max(vec3f(clr.xyz), vec3f(0.0)), viewDepth)), alpha ); #endif #ifndef DITHER_NONE // Best-effort id from the cache index \u2014 used only for blue-noise dither. output.id = f32(cacheIdx); #endif #ifdef PREPASS_PASS output.vLinearDepth = viewDepth; #endif #if defined(GSPLAT_UNIFIED_ID) && defined(PICK_PASS) output.vPickId = pickId; #endif return output; } ` ); export { gsplatHybrid_default as default };