playcanvas
Version:
PlayCanvas WebGL game engine
3 lines (2 loc) • 1.58 kB
TypeScript
declare const _default: "\nuniform highp sampler2D means_u;\nuniform highp sampler2D means_l;\nuniform highp sampler2D quats;\nuniform highp sampler2D scales;\n\nuniform vec3 means_mins;\nuniform vec3 means_maxs;\n\nuniform vec3 scales_mins;\nuniform vec3 scales_maxs;\n\n// read the model-space center of the gaussian\nvec3 readCenter(SplatSource source) {\n vec3 u = texelFetch(means_u, source.uv, 0).xyz;\n vec3 l = texelFetch(means_l, source.uv, 0).xyz;\n vec3 n = (l * 255.0 + u * 255.0 * 256.0) / 65535.0;\n\n vec3 v = mix(means_mins, means_maxs, n);\n return sign(v) * (exp(abs(v)) - 1.0);\n}\n\nconst float norm = 2.0 / sqrt(2.0);\n\n// sample covariance vectors\nvoid readCovariance(in SplatSource source, out vec3 covA, out vec3 covB) {\n vec4 qdata = texelFetch(quats, source.uv, 0);\n vec3 abc = (qdata.xyz - 0.5) * norm;\n float d = sqrt(max(0.0, 1.0 - dot(abc, abc)));\n\n uint mode = uint(qdata.w * 255.0 + 0.5) - 252u;\n\n vec4 quat = (mode == 0u) ? vec4(d, abc) :\n ((mode == 1u) ? vec4(abc.x, d, abc.yz) :\n ((mode == 2u) ? vec4(abc.xy, d, abc.z) : vec4(abc, d)));\n\n mat3 rot = quatToMat3(quat);\n vec3 scale = exp(mix(scales_mins, scales_maxs, texelFetch(scales, source.uv, 0).xyz));\n\n // M = S * R\n mat3 M = transpose(mat3(\n scale.x * rot[0],\n scale.y * rot[1],\n scale.z * rot[2]\n ));\n\n covA = vec3(dot(M[0], M[0]), dot(M[0], M[1]), dot(M[0], M[2]));\n covB = vec3(dot(M[1], M[1]), dot(M[1], M[2]), dot(M[2], M[2]));\n}\n";
export default _default;