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playcanvas

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PlayCanvas WebGL game engine

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var gsplatSHVS = ` #if SH_BANDS > 0 vec3 unpack111011s(uint bits) { return vec3((uvec3(bits) >> uvec3(21u, 11u, 0u)) & uvec3(0x7ffu, 0x3ffu, 0x7ffu)) / vec3(2047.0, 1023.0, 2047.0) * 2.0 - 1.0; } void fetchScale(in uvec4 t, out float scale, out vec3 a, out vec3 b, out vec3 c) { scale = uintBitsToFloat(t.x); a = unpack111011s(t.y); b = unpack111011s(t.z); c = unpack111011s(t.w); } void fetch(in uvec4 t, out vec3 a, out vec3 b, out vec3 c, out vec3 d) { a = unpack111011s(t.x); b = unpack111011s(t.y); c = unpack111011s(t.z); d = unpack111011s(t.w); } void fetch(in uint t, out vec3 a) { a = unpack111011s(t); } #if SH_BANDS == 1 uniform highp usampler2D splatSH_1to3; void readSHData(in SplatSource source, out vec3 sh[3], out float scale) { fetchScale(texelFetch(splatSH_1to3, source.uv, 0), scale, sh[0], sh[1], sh[2]); } #elif SH_BANDS == 2 uniform highp usampler2D splatSH_1to3; uniform highp usampler2D splatSH_4to7; uniform highp usampler2D splatSH_8to11; void readSHData(in SplatSource source, out vec3 sh[8], out float scale) { fetchScale(texelFetch(splatSH_1to3, source.uv, 0), scale, sh[0], sh[1], sh[2]); fetch(texelFetch(splatSH_4to7, source.uv, 0), sh[3], sh[4], sh[5], sh[6]); fetch(texelFetch(splatSH_8to11, source.uv, 0).x, sh[7]); } #else uniform highp usampler2D splatSH_1to3; uniform highp usampler2D splatSH_4to7; uniform highp usampler2D splatSH_8to11; uniform highp usampler2D splatSH_12to15; void readSHData(in SplatSource source, out vec3 sh[15], out float scale) { fetchScale(texelFetch(splatSH_1to3, source.uv, 0), scale, sh[0], sh[1], sh[2]); fetch(texelFetch(splatSH_4to7, source.uv, 0), sh[3], sh[4], sh[5], sh[6]); fetch(texelFetch(splatSH_8to11, source.uv, 0), sh[7], sh[8], sh[9], sh[10]); fetch(texelFetch(splatSH_12to15, source.uv, 0), sh[11], sh[12], sh[13], sh[14]); } #endif #endif `; export { gsplatSHVS as default };