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playcanvas

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PlayCanvas WebGL game engine

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var gsplatSogsDataVS = ` var means_u: texture_2d<f32>; var means_l: texture_2d<f32>; var quats: texture_2d<f32>; var scales: texture_2d<f32>; uniform means_mins: vec3f; uniform means_maxs: vec3f; uniform scales_mins: vec3f; uniform scales_maxs: vec3f; fn readCenter(source: ptr<function, SplatSource>) -> vec3f { let u: vec3f = textureLoad(means_u, source.uv, 0).xyz; let l: vec3f = textureLoad(means_l, source.uv, 0).xyz; let n: vec3f = (l * 255.0 + u * 255.0 * 256.0) / 65535.0; let v: vec3f = mix(uniform.means_mins, uniform.means_maxs, n); return sign(v) * (exp(abs(v)) - 1.0); } const norm: f32 = 2.0 / sqrt(2.0); fn readCovariance(source: ptr<function, SplatSource>, covA_ptr: ptr<function, vec3f>, covB_ptr: ptr<function, vec3f>) { let qdata: vec4f = textureLoad(quats, source.uv, 0); let abc: vec3f = (qdata.xyz - 0.5) * norm; let d: f32 = sqrt(max(0.0, 1.0 - dot(abc, abc))); let mode: u32 = u32(qdata.w * 255.0 + 0.5) - 252u; var quat: vec4f; if (mode == 0u) { quat = vec4f(d, abc); } else if (mode == 1u) { quat = vec4f(abc.x, d, abc.y, abc.z); } else if (mode == 2u) { quat = vec4f(abc.x, abc.y, d, abc.z); } else { quat = vec4f(abc.x, abc.y, abc.z, d); } let rot: mat3x3f = quatToMat3(quat); let scale: vec3f = exp(mix(uniform.scales_mins, uniform.scales_maxs, textureLoad(scales, source.uv, 0).xyz)); let M: mat3x3f = transpose(mat3x3f( scale.x * rot[0], scale.y * rot[1], scale.z * rot[2] )); *covA_ptr = vec3f(dot(M[0], M[0]), dot(M[0], M[1]), dot(M[0], M[2])); *covB_ptr = vec3f(dot(M[1], M[1]), dot(M[1], M[2]), dot(M[2], M[2])); } `; export { gsplatSogsDataVS as default };