playcanvas
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PlayCanvas WebGL game engine
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TypeScript
declare const _default: "\n\n// stores the source UV and order of the splat\nstruct SplatSource {\n uint order; // render order\n uint id; // splat id\n ivec2 uv; // splat uv\n vec2 cornerUV; // corner coordinates for this vertex of the gaussian (-1, -1)..(1, 1)\n};\n\n// stores the camera and clip space position of the gaussian center\nstruct SplatCenter {\n vec3 view; // center in view space\n vec4 proj; // center in clip space\n mat4 modelView; // model-view matrix\n float projMat00; // element [0][0] of the projection matrix\n};\n\nmat3 quatToMat3(vec4 R) {\n vec4 R2 = R + R;\n float X = R2.x * R.w;\n vec4 Y = R2.y * R;\n vec4 Z = R2.z * R;\n float W = R2.w * R.w;\n\n return mat3(\n 1.0 - Z.z - W,\n Y.z + X,\n Y.w - Z.x,\n Y.z - X,\n 1.0 - Y.y - W,\n Z.w + Y.x,\n Y.w + Z.x,\n Z.w - Y.x,\n 1.0 - Y.y - Z.z\n );\n}\n\n// stores the offset from center for the current gaussian\nstruct SplatCorner {\n vec2 offset; // corner offset from center in clip space\n vec2 uv; // corner uv\n #if GSPLAT_AA\n float aaFactor; // for scenes generated with antialiasing\n #endif\n};\n\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 GSPLAT_COMPRESSED_DATA == true\n #include \"gsplatCompressedDataVS\"\n #if SH_COEFFS > 0\n #include \"gsplatCompressedSHVS\"\n #endif\n#elif GSPLAT_SOGS_DATA == true\n #include \"gsplatSogsDataVS\"\n #include \"gsplatSogsColorVS\"\n #if SH_COEFFS > 0\n #include \"gsplatSogsSHVS\"\n #endif\n#else\n #include \"gsplatDataVS\"\n #include \"gsplatColorVS\"\n #if SH_COEFFS > 0\n #include \"gsplatSHVS\"\n #endif\n#endif\n\n#include \"gsplatSourceVS\"\n#include \"gsplatCenterVS\"\n#include \"gsplatCornerVS\"\n#include \"gsplatOutputVS\"\n\n// modify the gaussian corner so it excludes gaussian regions with alpha less than 1/255\nvoid clipCorner(inout SplatCorner corner, float alpha) {\n float clip = min(1.0, sqrt(-log(1.0 / 255.0 / alpha)) / 2.0);\n corner.offset *= clip;\n corner.uv *= clip;\n}\n\n// spherical Harmonics\n\n#if SH_BANDS > 0\n\n #define SH_C1 0.4886025119029199f\n\n #if SH_BANDS > 1\n #define SH_C2_0 1.0925484305920792f\n #define SH_C2_1 -1.0925484305920792f\n #define SH_C2_2 0.31539156525252005f\n #define SH_C2_3 -1.0925484305920792f\n #define SH_C2_4 0.5462742152960396f\n #endif\n\n #if SH_BANDS > 2\n #define SH_C3_0 -0.5900435899266435f\n #define SH_C3_1 2.890611442640554f\n #define SH_C3_2 -0.4570457994644658f\n #define SH_C3_3 0.3731763325901154f\n #define SH_C3_4 -0.4570457994644658f\n #define SH_C3_5 1.445305721320277f\n #define 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 SplatSource source, in vec3 dir) {\n\n vec3 sh[SH_COEFFS];\n\n // read sh coefficients\n float scale;\n readSHData(source, sh, scale);\n\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 * scale;\n }\n#endif\n";
export default _default;