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playcanvas

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PlayCanvas WebGL game engine

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var gsplatCompressedSHVS = ` #if SH_BANDS > 0 var shTexture0: texture_2d<u32>; var shTexture1: texture_2d<u32>; var shTexture2: texture_2d<u32>; fn unpack8888s(bits: u32) -> vec4f { let unpacked_u = (vec4<u32>(bits) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(0xffu); return vec4f(unpacked_u) * (8.0 / 255.0) - 4.0; } fn readSHData(source: ptr<function, SplatSource>, sh: ptr<function, array<vec3f, 15>>, scale: ptr<function, f32>) { let shData0: vec4<u32> = textureLoad(shTexture0, source.uv, 0); let shData1: vec4<u32> = textureLoad(shTexture1, source.uv, 0); let shData2: vec4<u32> = textureLoad(shTexture2, source.uv, 0); let r0 = unpack8888s(shData0.x); let r1 = unpack8888s(shData0.y); let r2 = unpack8888s(shData0.z); let r3 = unpack8888s(shData0.w); let g0 = unpack8888s(shData1.x); let g1 = unpack8888s(shData1.y); let g2 = unpack8888s(shData1.z); let g3 = unpack8888s(shData1.w); let b0 = unpack8888s(shData2.x); let b1 = unpack8888s(shData2.y); let b2 = unpack8888s(shData2.z); let b3 = unpack8888s(shData2.w); sh[0] = vec3f(r0.x, g0.x, b0.x); sh[1] = vec3f(r0.y, g0.y, b0.y); sh[2] = vec3f(r0.z, g0.z, b0.z); sh[3] = vec3f(r0.w, g0.w, b0.w); sh[4] = vec3f(r1.x, g1.x, b1.x); sh[5] = vec3f(r1.y, g1.y, b1.y); sh[6] = vec3f(r1.z, g1.z, b1.z); sh[7] = vec3f(r1.w, g1.w, b1.w); sh[8] = vec3f(r2.x, g2.x, b2.x); sh[9] = vec3f(r2.y, g2.y, b2.y); sh[10] = vec3f(r2.z, g2.z, b2.z); sh[11] = vec3f(r2.w, g2.w, b2.w); sh[12] = vec3f(r3.x, g3.x, b3.x); sh[13] = vec3f(r3.y, g3.y, b3.y); sh[14] = vec3f(r3.z, g3.z, b3.z); *scale = 1.0; } #endif `; export { gsplatCompressedSHVS as default };