@babylonjs/lite 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/_math-factory-C-QqW-Wi.js +55 -0
- package/_math-factory-C-QqW-Wi.js.map +1 -0
- package/add-block-CikX5gWy.js +6 -0
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- package/alpha-test-fragment-CUiHCw7W.js +22 -0
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- package/ambient-occlusion-block-DForhWL3.js +77 -0
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- package/anisotropy-block-D5fXH_OY.js +12 -0
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- package/anisotropy-fragment-HgasXS7l.js +89 -0
- package/anisotropy-fragment-HgasXS7l.js.map +1 -0
- package/arc-tan2-block-d8sWt_x0.js +12 -0
- package/arc-tan2-block-d8sWt_x0.js.map +1 -0
- package/assets/splat-sort-worker-Crg3CaCc.js.map +1 -0
- package/background-dds-skybox-yHTqabU3.js +221 -0
- package/background-dds-skybox-yHTqabU3.js.map +1 -0
- package/background-ground-DIw6D3qf.js +235 -0
- package/background-ground-DIw6D3qf.js.map +1 -0
- package/background-hdr-skybox-c4uuTmkP.js +179 -0
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- package/background-solid-skybox-DPGBpPbm.js +235 -0
- package/background-solid-skybox-DPGBpPbm.js.map +1 -0
- package/bake-local-matrix-Dfpd3b06.js +28 -0
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- package/billboard-renderable-D8mlVGCd.js +242 -0
- package/billboard-renderable-D8mlVGCd.js.map +1 -0
- package/biplanar-block-DZnKuV81.js +115 -0
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- package/bones-block-D6IhqUVV.js +31 -0
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- package/clamp-block-BdII67hT.js +21 -0
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- package/clearcoat-block-BGML4npi.js +12 -0
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- package/clip-planes-block-BPfFJrbf.js +26 -0
- package/clip-planes-block-BPfFJrbf.js.map +1 -0
- package/cloud-block-BeVrangc.js +90 -0
- package/cloud-block-BeVrangc.js.map +1 -0
- package/color-converter-block-CvwKiW4k.js +123 -0
- package/color-converter-block-CvwKiW4k.js.map +1 -0
- package/color-merger-CCu21ZII.js +57 -0
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- package/color-splitter-CGn1G4ow.js +33 -0
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- package/conditional-block-Cd2pbejI.js +51 -0
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- package/create-skeleton-C9JdIJnb.js +44 -0
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- package/cross-block-DCrLwCpt.js +12 -0
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- package/cubemap-skybox-material-DvXMVc4k.js +79 -0
- package/cubemap-skybox-material-DvXMVc4k.js.map +1 -0
- package/curve-block-BlJpXVYv.js +89 -0
- package/curve-block-BlJpXVYv.js.map +1 -0
- package/debug-block-D2pg4Yf6.js +14 -0
- package/debug-block-D2pg4Yf6.js.map +1 -0
- package/derivative-block-B8KjtaWs.js +20 -0
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- package/desaturate-block-C1RghNSB.js +15 -0
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- package/discard-block-B2jKjaEL.js +21 -0
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- package/elbow-block-NEOiIxzO.js +10 -0
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- package/emissive-fragment-BnNvbBCw.js +39 -0
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- package/esm-shadow-view-DGKdF1NI.js +18 -0
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- package/esm-shadow-view-DN9HIaM4.js +15 -0
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- package/fog-block-DJ9hEolm.js +41 -0
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- package/gltf-ext-clearcoat-CLH2SVph.js +31 -0
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- package/gltf-ext-dielectric-qHzlnvdl.js +105 -0
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- package/gltf-ext-emissive-strength-nzGZXZVK.js +19 -0
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- package/gltf-ext-iridescence-C6bq7jiM.js +26 -0
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- package/gltf-ext-node-visibility-MafA9ot2.js +25 -0
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- package/gltf-ext-orm-CT18G_vQ.js +33 -0
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- package/gltf-ext-quantization-CpZyLDIz.js +94 -0
- package/gltf-ext-quantization-CpZyLDIz.js.map +1 -0
- package/gltf-ext-sheen-BgIxUzyZ.js +25 -0
- package/gltf-ext-sheen-BgIxUzyZ.js.map +1 -0
- package/gltf-ext-spec-gloss-D0LJLBUM.js +24 -0
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- package/gltf-ext-unlit-D2ANui0V.js +16 -0
- package/gltf-ext-unlit-D2ANui0V.js.map +1 -0
- package/gltf-ext-uv-transform-CE_-T1Tr.js +38 -0
- package/gltf-ext-uv-transform-CE_-T1Tr.js.map +1 -0
- package/gltf-feature-animation-pointer-BjpwOOqo.js +88 -0
- package/gltf-feature-animation-pointer-BjpwOOqo.js.map +1 -0
- package/gltf-feature-animations-CCizegp8.js +15 -0
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- package/gltf-feature-draco-yGSMGTE3.js +124 -0
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- package/gltf-feature-gpu-instancing-2e_CFQnl.js +151 -0
- package/gltf-feature-gpu-instancing-2e_CFQnl.js.map +1 -0
- package/gltf-feature-lights-punctual-DDDg4j0U.js +71 -0
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- package/gltf-feature-meshopt-Des96YFI.js +84 -0
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- package/gltf-feature-morph-CKCw6tkX.js +29 -0
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- package/gltf-feature-xmp-BUfq_IVG.js +15 -0
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- package/gltf-glb-parser-D6UZWFuC.js +27 -0
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- package/gltf-interleave-DGnUlz28.js +241 -0
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- package/gltf-pbr-builder-ext-BFOxOCnQ.js +85 -0
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- package/height-to-normal-block-DhPHkDFg.js +65 -0
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- package/worley-noise-3d-block-CyR2-k4s.js +58 -0
- package/worley-noise-3d-block-CyR2-k4s.js.map +1 -0
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import { G as disposeGaussianSplattingMesh, H as applyGsFragments, D as targetSignatureKey, F as getSceneBindGroupLayout, J as getRenderTargetSize, K as getViewMatrix, L as getProjectionMatrix, O as getCameraPosition } from "./index-C8HOR2sB.js";
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const SH_TEXTURE_COUNT = [0, 1, 2, 3, 5];
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let _cache = null;
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function buildShShaderSource(shDegree) {
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const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1;
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const shCoefficientCount = shVectorCount * 3;
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const textureCount = Math.ceil(shCoefficientCount / 16);
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let textureBindings = "";
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for (let i = 0; i < textureCount; i++) {
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textureBindings += `@group(1) @binding(${6 + i}) var shTexture${i}: texture_2d<u32>;
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`;
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}
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let textureLoads = "";
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for (let i = 0; i < textureCount; i++) {
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textureLoads += ` let sh${i}_u32 = textureLoad(shTexture${i}, splatUVi32, 0);
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`;
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}
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let shUnpack = ` var sh: array<vec3<f32>, ${shVectorCount + 1}>;
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sh[0] = vec3<f32>(0.0);
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`;
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const byteRef = (j) => {
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const tex = j / 16 | 0;
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const u32Idx = j % 16 / 4 | 0;
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const byteIdx = j % 4;
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const u32Field = ["x", "y", "z", "w"][u32Idx];
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const byteField = ["x", "y", "z", "w"][byteIdx];
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return `decompose(sh${tex}_u32.${u32Field}).${byteField}`;
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};
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for (let k = 0; k < shVectorCount; k++) {
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const j = k * 3;
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shUnpack += ` sh[${k + 1}] = vec3<f32>(${byteRef(j)}, ${byteRef(j + 1)}, ${byteRef(j + 2)});
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`;
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}
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let shPoly = " result = sh[0];\n";
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if (shDegree >= 1) {
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shPoly += ` result += -SH_C1 * y * sh[1] + SH_C1 * z * sh[2] - SH_C1 * x * sh[3];
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`;
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}
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if (shDegree >= 2) {
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shPoly += ` result +=
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SH_C2[0] * xy * sh[4] +
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SH_C2[1] * yz * sh[5] +
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SH_C2[2] * (2.0 * zz - xx - yy) * sh[6] +
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SH_C2[3] * xz * sh[7] +
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SH_C2[4] * (xx - yy) * sh[8];
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`;
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}
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if (shDegree >= 3) {
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shPoly += ` result +=
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SH_C3[0] * y * (3.0 * xx - yy) * sh[9] +
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SH_C3[1] * xy * z * sh[10] +
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SH_C3[2] * y * (4.0 * zz - xx - yy) * sh[11] +
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SH_C3[3] * z * (2.0 * zz - 3.0 * xx - 3.0 * yy) * sh[12] +
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SH_C3[4] * x * (4.0 * zz - xx - yy) * sh[13] +
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SH_C3[5] * z * (xx - yy) * sh[14] +
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SH_C3[6] * x * (xx - 3.0 * yy) * sh[15];
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`;
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}
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if (shDegree >= 4) {
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shPoly += ` result +=
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SH_C4[0] * x * y * (xx - yy) * sh[16] +
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SH_C4[1] * y * z * (3.0 * xx - yy) * sh[17] +
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SH_C4[2] * x * y * (7.0 * zz - 1.0) * sh[18] +
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SH_C4[3] * y * z * (7.0 * zz - 3.0) * sh[19] +
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SH_C4[4] * (zz * (35.0 * zz - 30.0) + 3.0) * sh[20] +
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SH_C4[5] * x * z * (7.0 * zz - 3.0) * sh[21] +
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SH_C4[6] * (xx - yy) * (7.0 * zz - 1.0) * sh[22] +
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SH_C4[7] * x * z * (xx - 3.0 * yy) * sh[23] +
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SH_C4[8] * (xx * (xx - 3.0 * yy) - yy * (3.0 * xx - yy)) * sh[24];
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`;
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}
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let constantsBlock = `const SH_C1: f32 = 0.48860251;
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`;
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if (shDegree >= 2) {
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constantsBlock += `const SH_C2: array<f32, 5> = array<f32, 5>(1.092548430, -1.09254843, 0.315391565, -1.09254843, 0.546274215);
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`;
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}
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if (shDegree >= 3) {
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constantsBlock += `const SH_C3: array<f32, 7> = array<f32, 7>(-0.59004358, 2.890611442, -0.45704579, 0.373176332, -0.45704579, 1.445305721, -0.59004358);
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`;
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}
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if (shDegree >= 4) {
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constantsBlock += `const SH_C4: array<f32, 9> = array<f32, 9>(2.5033429418, -1.7701307698, 0.9461746958, -0.6690465436, 0.1057855469, -0.6690465436, 0.4730873479, -1.7701307698, 0.6258357354);
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`;
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}
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return `// Gaussian Splatting — vertex + fragment WGSL (SH degree ${shDegree}).
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// Generated by buildShShaderSource. Mirrors BJS gaussianSplatting.vertex.fx +
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// gaussianSplatting.fx (SH_DEGREE = ${shDegree}, no compound parts).
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struct U {
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world: mat4x4<f32>,
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view: mat4x4<f32>,
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projection: mat4x4<f32>,
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viewport: vec2<f32>,
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focal: vec2<f32>,
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dataSize: vec2<f32>,
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alpha: f32,
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_pad0: f32,
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eyePosition: vec3<f32>,
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_pad1: f32,
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};
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@group(1) @binding(0) var<uniform> u: U;
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@group(1) @binding(1) var samp: sampler;
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@group(1) @binding(2) var centersTex: texture_2d<f32>;
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@group(1) @binding(3) var covATex: texture_2d<f32>;
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@group(1) @binding(4) var covBTex: texture_2d<f32>;
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@group(1) @binding(5) var colorsTex: texture_2d<f32>;
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${textureBindings}
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struct VOut {
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@builtin(position) pos: vec4<f32>,
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@location(0) vColor: vec4<f32>,
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@location(1) vPos: vec2<f32>,
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};
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${constantsBlock}
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fn dataUv(idx: f32) -> vec2<f32> {
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let y = floor(idx / u.dataSize.x);
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let x = idx - y * u.dataSize.x;
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return vec2<f32>((x + 0.5) / u.dataSize.x, (y + 0.5) / u.dataSize.y);
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}
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fn dataUvI(idx: f32) -> vec2<i32> {
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let y = floor(idx / u.dataSize.x);
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let x = idx - y * u.dataSize.x;
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return vec2<i32>(i32(x), i32(y));
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}
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// Unpack a u32 of 4 packed bytes into (b0 b1 b2 b3) * 2/255 - 1.
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fn decompose(value: u32) -> vec4<f32> {
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let v = vec4<f32>(
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f32((value >> 0u) & 255u),
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f32((value >> 8u) & 255u),
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f32((value >> 16u) & 255u),
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f32((value >> 24u) & 255u));
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return v * vec4<f32>(2.0 / 255.0) - vec4<f32>(1.0);
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}
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fn inverseMat3(m: mat3x3<f32>) -> mat3x3<f32> {
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let a00 = m[0][0]; let a01 = m[0][1]; let a02 = m[0][2];
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141
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let a10 = m[1][0]; let a11 = m[1][1]; let a12 = m[1][2];
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142
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let a20 = m[2][0]; let a21 = m[2][1]; let a22 = m[2][2];
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143
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let b01 = a22 * a11 - a12 * a21;
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let b11 = -a22 * a10 + a12 * a20;
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145
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let b21 = a21 * a10 - a11 * a20;
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146
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let det = a00 * b01 + a01 * b11 + a02 * b21;
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147
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return mat3x3<f32>(
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vec3<f32>(b01 / det, (-a22 * a01 + a02 * a21) / det, (a12 * a01 - a02 * a11) / det),
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149
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vec3<f32>(b11 / det, (a22 * a00 - a02 * a20) / det, (-a12 * a00 + a02 * a10) / det),
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150
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vec3<f32>(b21 / det, (-a21 * a00 + a01 * a20) / det, (a11 * a00 - a01 * a10) / det));
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151
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}
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152
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153
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fn computeSH(dir: vec3<f32>, splatUVi32: vec2<i32>) -> vec3<f32> {
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154
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${textureLoads}${shUnpack} let x = dir.x;
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let y = dir.y;
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156
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let z = dir.z;
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157
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let xx = x * x; let yy = y * y; let zz = z * z;
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158
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let xy = x * y; let yz = y * z; let xz = x * z;
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159
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var result: vec3<f32>;
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160
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${shPoly} return result;
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161
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}
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162
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163
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@vertex
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164
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fn vs(@location(0) corner: vec2<f32>, @location(1) splatIndex: f32) -> VOut {
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165
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var out: VOut;
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166
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let uv = dataUv(splatIndex);
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167
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let splatUVi32 = dataUvI(splatIndex);
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168
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let center = textureSampleLevel(centersTex, samp, uv, 0.0).xyz;
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169
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let color = textureSampleLevel(colorsTex, samp, uv, 0.0);
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170
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let covA = textureSampleLevel(covATex, samp, uv, 0.0).xyz;
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171
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let covB = textureSampleLevel(covBTex, samp, uv, 0.0).xyz;
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172
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173
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let worldPos = u.world * vec4<f32>(center, 1.0);
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174
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let modelView = u.view * u.world;
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175
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let camspace = u.view * worldPos;
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176
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let pos2d = u.projection * camspace;
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177
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178
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let bounds = 1.2 * pos2d.w;
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179
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if (pos2d.z < 0.0
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180
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|| pos2d.x < -bounds || pos2d.x > bounds
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181
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|| pos2d.y < -bounds || pos2d.y > bounds) {
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out.pos = vec4<f32>(0.0, 0.0, 2.0, 1.0);
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183
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out.vColor = vec4<f32>(0.0);
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184
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out.vPos = vec2<f32>(0.0);
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185
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return out;
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186
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}
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187
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188
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// ── View-dependent SH evaluation ───────────────────────────────────
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189
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let worldRot = mat3x3<f32>(u.world[0].xyz, u.world[1].xyz, u.world[2].xyz);
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190
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let normWorldRot = inverseMat3(worldRot);
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191
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var dir = normalize(normWorldRot * (worldPos.xyz - u.eyePosition));
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192
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+
// Lite-side Y-flip: compensates for our data-path Y pre-flip vs BJS's
|
|
193
|
+
// mesh.scaling.y *= -1 (see file header for derivation).
|
|
194
|
+
dir.y = -dir.y;
|
|
195
|
+
let shColor = computeSH(dir, splatUVi32);
|
|
196
|
+
|
|
197
|
+
let Vrk = mat3x3<f32>(
|
|
198
|
+
vec3<f32>(covA.x, covA.y, covA.z),
|
|
199
|
+
vec3<f32>(covA.y, covB.x, covB.y),
|
|
200
|
+
vec3<f32>(covA.z, covB.y, covB.z));
|
|
201
|
+
|
|
202
|
+
let invZ = 1.0 / camspace.z;
|
|
203
|
+
let invZ2 = invZ * invZ;
|
|
204
|
+
let J = mat3x3<f32>(
|
|
205
|
+
vec3<f32>(u.focal.x * invZ, 0.0, -u.focal.x * camspace.x * invZ2),
|
|
206
|
+
vec3<f32>(0.0, u.focal.y * invZ, -u.focal.y * camspace.y * invZ2),
|
|
207
|
+
vec3<f32>(0.0, 0.0, 0.0));
|
|
208
|
+
|
|
209
|
+
let mv3 = mat3x3<f32>(modelView[0].xyz, modelView[1].xyz, modelView[2].xyz);
|
|
210
|
+
let T = transpose(mv3) * J;
|
|
211
|
+
var cov2d = transpose(T) * Vrk * T;
|
|
212
|
+
|
|
213
|
+
let kernelSize: f32 = 0.3;
|
|
214
|
+
cov2d[0][0] += kernelSize;
|
|
215
|
+
cov2d[1][1] += kernelSize;
|
|
216
|
+
|
|
217
|
+
let mid = (cov2d[0][0] + cov2d[1][1]) * 0.5;
|
|
218
|
+
let dxy = (cov2d[0][0] - cov2d[1][1]) * 0.5;
|
|
219
|
+
let radius = length(vec2<f32>(dxy, cov2d[0][1]));
|
|
220
|
+
let epsilon: f32 = 0.0001;
|
|
221
|
+
let lambda1 = mid + radius + epsilon;
|
|
222
|
+
let lambda2 = mid - radius + epsilon;
|
|
223
|
+
if (lambda2 < 0.0) {
|
|
224
|
+
out.pos = vec4<f32>(0.0, 0.0, 2.0, 1.0);
|
|
225
|
+
out.vColor = vec4<f32>(0.0);
|
|
226
|
+
out.vPos = vec2<f32>(0.0);
|
|
227
|
+
return out;
|
|
228
|
+
}
|
|
229
|
+
|
|
230
|
+
let diag = normalize(vec2<f32>(cov2d[0][1], lambda1 - cov2d[0][0]));
|
|
231
|
+
let majorAxis = min(sqrt(2.0 * lambda1), 1024.0) * diag;
|
|
232
|
+
let minorAxis = min(sqrt(2.0 * lambda2), 1024.0) * vec2<f32>(diag.y, -diag.x);
|
|
233
|
+
|
|
234
|
+
let vCenter = pos2d.xy;
|
|
235
|
+
out.pos = vec4<f32>(
|
|
236
|
+
vCenter + (corner.x * majorAxis + corner.y * minorAxis) * pos2d.w / u.viewport,
|
|
237
|
+
pos2d.z, pos2d.w);
|
|
238
|
+
out.vColor = vec4<f32>(color.rgb + shColor, color.a * u.alpha);
|
|
239
|
+
out.vPos = corner;
|
|
240
|
+
return out;
|
|
241
|
+
}
|
|
242
|
+
|
|
243
|
+
/*GS_FRAGMENT_DEFINITIONS*/
|
|
244
|
+
@fragment
|
|
245
|
+
fn fs(in: VOut) -> @location(0) vec4<f32> {
|
|
246
|
+
/*GS_FRAGMENT_MAIN_BEGIN*/
|
|
247
|
+
let A = -dot(in.vPos, in.vPos);
|
|
248
|
+
if (A < -4.0) { discard; }
|
|
249
|
+
let B = exp(A) * in.vColor.a;
|
|
250
|
+
var finalColor = vec4<f32>(in.vColor.rgb, B);
|
|
251
|
+
/*GS_FRAGMENT_BEFORE_FRAGCOLOR*/
|
|
252
|
+
/*GS_FRAGMENT_MAIN_END*/
|
|
253
|
+
return finalColor;
|
|
254
|
+
}
|
|
255
|
+
`;
|
|
256
|
+
}
|
|
257
|
+
function getOrCreateShPipeline(engine, sig, shDegree, fragments) {
|
|
258
|
+
const device = engine._device;
|
|
259
|
+
if (!_cache || _cache.device !== device) {
|
|
260
|
+
_cache = { device, modules: /* @__PURE__ */ new Map(), entries: /* @__PURE__ */ new Map() };
|
|
261
|
+
}
|
|
262
|
+
const fragKey = fragments && fragments.length > 0 ? "|" + fragments.map((f) => f.id).join(",") : "";
|
|
263
|
+
let module = _cache.modules.get(shDegree + fragKey);
|
|
264
|
+
if (!module) {
|
|
265
|
+
module = device.createShaderModule({
|
|
266
|
+
code: fragments && fragments.length > 0 ? applyGsFragments(buildShShaderSource(shDegree), fragments) : buildShShaderSource(shDegree)
|
|
267
|
+
});
|
|
268
|
+
_cache.modules.set(shDegree + fragKey, module);
|
|
269
|
+
}
|
|
270
|
+
const key = `${targetSignatureKey(sig)}|sh${shDegree}${fragKey}`;
|
|
271
|
+
let entry = _cache.entries.get(key);
|
|
272
|
+
if (entry) {
|
|
273
|
+
return entry;
|
|
274
|
+
}
|
|
275
|
+
const shTextureCount = SH_TEXTURE_COUNT[shDegree];
|
|
276
|
+
const layoutEntries = [
|
|
277
|
+
{ binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
|
|
278
|
+
{ binding: 1, visibility: GPUShaderStage.VERTEX, sampler: { type: "non-filtering" } },
|
|
279
|
+
{ binding: 2, visibility: GPUShaderStage.VERTEX, texture: { sampleType: "unfilterable-float" } },
|
|
280
|
+
{ binding: 3, visibility: GPUShaderStage.VERTEX, texture: { sampleType: "unfilterable-float" } },
|
|
281
|
+
{ binding: 4, visibility: GPUShaderStage.VERTEX, texture: { sampleType: "unfilterable-float" } },
|
|
282
|
+
{ binding: 5, visibility: GPUShaderStage.VERTEX, texture: { sampleType: "unfilterable-float" } }
|
|
283
|
+
];
|
|
284
|
+
for (let i = 0; i < shTextureCount; i++) {
|
|
285
|
+
layoutEntries.push({ binding: 6 + i, visibility: GPUShaderStage.VERTEX, texture: { sampleType: "uint" } });
|
|
286
|
+
}
|
|
287
|
+
const meshBindGroupLayout = device.createBindGroupLayout({ entries: layoutEntries });
|
|
288
|
+
const pipeline = device.createRenderPipeline({
|
|
289
|
+
layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), meshBindGroupLayout] }),
|
|
290
|
+
vertex: {
|
|
291
|
+
module,
|
|
292
|
+
entryPoint: "vs",
|
|
293
|
+
buffers: [
|
|
294
|
+
{ arrayStride: 8, stepMode: "vertex", attributes: [{ shaderLocation: 0, offset: 0, format: "float32x2" }] },
|
|
295
|
+
{ arrayStride: 4, stepMode: "instance", attributes: [{ shaderLocation: 1, offset: 0, format: "float32" }] }
|
|
296
|
+
]
|
|
297
|
+
},
|
|
298
|
+
fragment: {
|
|
299
|
+
module,
|
|
300
|
+
entryPoint: "fs",
|
|
301
|
+
targets: [
|
|
302
|
+
{
|
|
303
|
+
format: sig._colorFormat,
|
|
304
|
+
blend: {
|
|
305
|
+
color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
|
|
306
|
+
alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" }
|
|
307
|
+
},
|
|
308
|
+
writeMask: GPUColorWrite.ALL
|
|
309
|
+
}
|
|
310
|
+
]
|
|
311
|
+
},
|
|
312
|
+
primitive: { topology: "triangle-list", cullMode: "none" },
|
|
313
|
+
depthStencil: {
|
|
314
|
+
format: sig._depthStencilFormat ?? "depth24plus-stencil8",
|
|
315
|
+
depthCompare: sig._depthCompare ?? "greater-equal",
|
|
316
|
+
depthWriteEnabled: false
|
|
317
|
+
},
|
|
318
|
+
multisample: { count: sig._sampleCount }
|
|
319
|
+
});
|
|
320
|
+
entry = { pipeline, meshBindGroupLayout, shTextureCount };
|
|
321
|
+
_cache.entries.set(key, entry);
|
|
322
|
+
return entry;
|
|
323
|
+
}
|
|
324
|
+
function buildGaussianSplattingRenderableSH(scene, mesh, fragments) {
|
|
325
|
+
const engine = scene.engine;
|
|
326
|
+
const device = engine._device;
|
|
327
|
+
const UBO_BYTES = 16 * 4 * 3 + 8 * 4 + 4 * 4;
|
|
328
|
+
const ubo = device.createBuffer({
|
|
329
|
+
size: UBO_BYTES,
|
|
330
|
+
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
|
|
331
|
+
});
|
|
332
|
+
const cpu = new Float32Array(UBO_BYTES / 4);
|
|
333
|
+
cpu[48 + 4] = mesh.textureWidth;
|
|
334
|
+
cpu[48 + 5] = mesh.textureHeight;
|
|
335
|
+
cpu[48 + 6] = 1;
|
|
336
|
+
cpu[48 + 7] = 0;
|
|
337
|
+
const bindGroups = /* @__PURE__ */ new Map();
|
|
338
|
+
const getBindGroup = (entry) => {
|
|
339
|
+
let bg = bindGroups.get(entry.pipeline);
|
|
340
|
+
if (bg) {
|
|
341
|
+
return bg;
|
|
342
|
+
}
|
|
343
|
+
const shViews = mesh._gs._shViews ?? [];
|
|
344
|
+
const entries = [
|
|
345
|
+
{ binding: 0, resource: { buffer: ubo } },
|
|
346
|
+
{ binding: 1, resource: mesh._gs._sampler },
|
|
347
|
+
{ binding: 2, resource: mesh._gs._centersView },
|
|
348
|
+
{ binding: 3, resource: mesh._gs._covAView },
|
|
349
|
+
{ binding: 4, resource: mesh._gs._covBView },
|
|
350
|
+
{ binding: 5, resource: mesh._gs._colorsView }
|
|
351
|
+
];
|
|
352
|
+
for (let i = 0; i < entry.shTextureCount; i++) {
|
|
353
|
+
entries.push({ binding: 6 + i, resource: shViews[i] });
|
|
354
|
+
}
|
|
355
|
+
bg = device.createBindGroup({ layout: entry.meshBindGroupLayout, entries });
|
|
356
|
+
bindGroups.set(entry.pipeline, bg);
|
|
357
|
+
return bg;
|
|
358
|
+
};
|
|
359
|
+
const SORT_EPS = 1e-4;
|
|
360
|
+
const update = () => {
|
|
361
|
+
const cam = scene.camera;
|
|
362
|
+
if (!cam) {
|
|
363
|
+
return;
|
|
364
|
+
}
|
|
365
|
+
const size = getRenderTargetSize(engine);
|
|
366
|
+
const aspect = size.width / size.height;
|
|
367
|
+
const view = getViewMatrix(cam);
|
|
368
|
+
const proj = getProjectionMatrix(cam, aspect);
|
|
369
|
+
const world = mesh.worldMatrix;
|
|
370
|
+
const camPos = getCameraPosition(cam);
|
|
371
|
+
cpu.set(world, 0);
|
|
372
|
+
cpu.set(view, 16);
|
|
373
|
+
cpu.set(proj, 32);
|
|
374
|
+
cpu[48] = size.width;
|
|
375
|
+
cpu[48 + 1] = size.height;
|
|
376
|
+
cpu[48 + 2] = size.width * 0.5 * proj[0];
|
|
377
|
+
cpu[48 + 3] = size.height * 0.5 * proj[5];
|
|
378
|
+
cpu[56] = camPos.x;
|
|
379
|
+
cpu[57] = camPos.y;
|
|
380
|
+
cpu[58] = camPos.z;
|
|
381
|
+
cpu[59] = 0;
|
|
382
|
+
device.queue.writeBuffer(ubo, 0, cpu.buffer, 0, UBO_BYTES);
|
|
383
|
+
if (!mesh._canPostToWorker) {
|
|
384
|
+
return;
|
|
385
|
+
}
|
|
386
|
+
const cf0 = view[2], cf1 = view[6], cf2 = view[10];
|
|
387
|
+
let dirty = false;
|
|
388
|
+
const lastW = mesh._sortWorldMatrix;
|
|
389
|
+
for (let i = 0; i < 16; i++) {
|
|
390
|
+
if (Math.abs(lastW[i] - world[i]) > SORT_EPS) {
|
|
391
|
+
dirty = true;
|
|
392
|
+
break;
|
|
393
|
+
}
|
|
394
|
+
}
|
|
395
|
+
if (!dirty) {
|
|
396
|
+
const lastCf = mesh._sortCameraForward;
|
|
397
|
+
if (Math.abs(lastCf[0] - cf0) > SORT_EPS || Math.abs(lastCf[1] - cf1) > SORT_EPS || Math.abs(lastCf[2] - cf2) > SORT_EPS) {
|
|
398
|
+
dirty = true;
|
|
399
|
+
}
|
|
400
|
+
}
|
|
401
|
+
if (!dirty) {
|
|
402
|
+
const lastCp = mesh._sortCameraPosition;
|
|
403
|
+
if (Math.abs(lastCp[0] - camPos.x) > SORT_EPS || Math.abs(lastCp[1] - camPos.y) > SORT_EPS || Math.abs(lastCp[2] - camPos.z) > SORT_EPS) {
|
|
404
|
+
dirty = true;
|
|
405
|
+
}
|
|
406
|
+
}
|
|
407
|
+
if (!dirty) {
|
|
408
|
+
return;
|
|
409
|
+
}
|
|
410
|
+
mesh._sortWorldMatrix.set(world);
|
|
411
|
+
mesh._sortCameraForward[0] = cf0;
|
|
412
|
+
mesh._sortCameraForward[1] = cf1;
|
|
413
|
+
mesh._sortCameraForward[2] = cf2;
|
|
414
|
+
mesh._sortCameraPosition[0] = camPos.x;
|
|
415
|
+
mesh._sortCameraPosition[1] = camPos.y;
|
|
416
|
+
mesh._sortCameraPosition[2] = camPos.z;
|
|
417
|
+
mesh._canPostToWorker = false;
|
|
418
|
+
mesh._worker.postMessage(
|
|
419
|
+
{
|
|
420
|
+
m: new Float32Array(world),
|
|
421
|
+
f: new Float32Array([cf0, cf1, cf2]),
|
|
422
|
+
c: new Float32Array([camPos.x, camPos.y, camPos.z]),
|
|
423
|
+
d: mesh._depthMix
|
|
424
|
+
},
|
|
425
|
+
[mesh._depthMix.buffer]
|
|
426
|
+
);
|
|
427
|
+
};
|
|
428
|
+
const r = {
|
|
429
|
+
order: 200,
|
|
430
|
+
isTransparent: true,
|
|
431
|
+
bind(eng, sig) {
|
|
432
|
+
const entry = getOrCreateShPipeline(eng, sig, mesh.shDegree, fragments);
|
|
433
|
+
const bindGroup = getBindGroup(entry);
|
|
434
|
+
return {
|
|
435
|
+
renderable: r,
|
|
436
|
+
pipeline: entry.pipeline,
|
|
437
|
+
update,
|
|
438
|
+
draw(pass) {
|
|
439
|
+
pass.setBindGroup(1, bindGroup);
|
|
440
|
+
pass.setVertexBuffer(0, mesh._gs._quadBuffer);
|
|
441
|
+
pass.setVertexBuffer(1, mesh._gs._splatIndexBuffer);
|
|
442
|
+
pass.setIndexBuffer(mesh._gs._indexBuffer, "uint16");
|
|
443
|
+
pass.drawIndexed(6, mesh.vertexCount);
|
|
444
|
+
return 1;
|
|
445
|
+
}
|
|
446
|
+
};
|
|
447
|
+
}
|
|
448
|
+
};
|
|
449
|
+
return r;
|
|
450
|
+
}
|
|
451
|
+
function attachGaussianSplattingMeshSH(scene, mesh, shFlat, fragments) {
|
|
452
|
+
const engine = scene.engine;
|
|
453
|
+
const device = engine._device;
|
|
454
|
+
const shDegree = mesh.shDegree;
|
|
455
|
+
const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1;
|
|
456
|
+
const shCoefficientCount = shVectorCount * 3;
|
|
457
|
+
const textureCount = Math.ceil(shCoefficientCount / 16);
|
|
458
|
+
const width = mesh.textureWidth;
|
|
459
|
+
const height = mesh.textureHeight;
|
|
460
|
+
const textures = [];
|
|
461
|
+
const views = [];
|
|
462
|
+
const vertexCount = mesh.vertexCount;
|
|
463
|
+
for (let t = 0; t < textureCount; t++) {
|
|
464
|
+
const dst = new Uint8Array(width * height * 16);
|
|
465
|
+
const tBase = t * 16;
|
|
466
|
+
const bytesThisTex = Math.min(16, shCoefficientCount - tBase);
|
|
467
|
+
for (let i = 0; i < vertexCount; i++) {
|
|
468
|
+
const srcOff = i * shCoefficientCount + tBase;
|
|
469
|
+
const dstOff = i * 16;
|
|
470
|
+
for (let b = 0; b < bytesThisTex; b++) {
|
|
471
|
+
dst[dstOff + b] = shFlat[srcOff + b];
|
|
472
|
+
}
|
|
473
|
+
}
|
|
474
|
+
const tex = device.createTexture({
|
|
475
|
+
size: [width, height],
|
|
476
|
+
format: "rgba32uint",
|
|
477
|
+
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST
|
|
478
|
+
});
|
|
479
|
+
device.queue.writeTexture({ texture: tex }, dst.buffer, { bytesPerRow: width * 16 }, { width, height });
|
|
480
|
+
textures.push(tex);
|
|
481
|
+
views.push(tex.createView());
|
|
482
|
+
}
|
|
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mesh._gs._shTextures = textures;
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mesh._gs._shViews = views;
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const ctx = scene;
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ctx._renderables.push(buildGaussianSplattingRenderableSH(scene, mesh, fragments));
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ctx._gsMeshes.push(mesh);
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ctx._disposables.push(() => {
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const i = ctx._gsMeshes.indexOf(mesh);
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if (i >= 0) {
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ctx._gsMeshes.splice(i, 1);
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}
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disposeGaussianSplattingMesh(mesh);
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});
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}
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export {
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attachGaussianSplattingMeshSH,
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buildGaussianSplattingRenderableSH
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};
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//# sourceMappingURL=gaussian-splatting-pipeline-sh-DgJl7l56.js.map
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{"version":3,"file":"gaussian-splatting-pipeline-sh-DgJl7l56.js","sources":["../src/mesh/GaussianSplatting/gaussian-splatting-pipeline-sh.ts"],"sourcesContent":["/** Gaussian-Splatting SH render pipeline + Renderable.\n *\n * Variant of `gaussian-splatting-pipeline.ts` that adds view-dependent SH\n * shading. Loaded *only* by `loadSplat` (and the SOG / SPZ loaders) via a\n * dynamic `import(...)` when the parsed splat asset includes SH coefficients\n * (`mesh.shDegree > 0`), so plain `.ply` / `.splat` scenes (e.g. scene 120)\n * never pull this module's WGSL or runtime cost into their bundle.\n *\n * WGSL source is generated per-shDegree by `buildShShaderSource`: SH textures,\n * byte-to-vec3 unpacking, and the polynomial evaluation in\n * `computeColorFromSHDegree` all expand to the right size — mirrors the\n * `#if SH_DEGREE > N` blocks in BJS `gaussianSplatting.fx`. Pipeline cache is\n * keyed by `(targetSignatureKey, shDegree)`.\n *\n * The UBO grows by 16 bytes vs the base pipeline to carry `eyePosition`\n * (world-space camera position; see `computeSH(dir)` below).\n *\n * ── Why the Y-flip on the SH direction? ─────────────────────────────────\n * BJS sets `mesh.scaling.y *= -1` to fix coordinate-system handedness; Lite\n * pre-flips Y in `splat-data.ts` at parse time so the runtime mesh transform\n * is identity. World-space splat positions agree across both engines, but\n * the BJS world rotation absorbs an extra `diag(1,-1,1)` factor — i.e.\n * worldRot_bjs = worldRot_user · diag(1,-1,1)\n * which means\n * inverse(worldRot_bjs) · v = diag(1,-1,1) · inverse(worldRot_user) · v\n * so Lite reproduces the BJS SH direction by computing\n * `inverseMat3(worldRot) · (worldPos − eye)` and then negating `.y`. */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene-core.js\";\nimport type { Renderable, DrawBinding } from \"../../render/renderable.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport { targetSignatureKey } from \"../../engine/render-target.js\";\nimport { getViewMatrix, getProjectionMatrix, getCameraPosition } from \"../../camera/camera.js\";\nimport { getSceneBindGroupLayout } from \"../../render/scene-helpers.js\";\nimport { getRenderTargetSize } from \"../../engine/engine.js\";\nimport { disposeGaussianSplattingMesh, type GaussianSplattingMesh, type GsShaderFragment } from \"./gaussian-splatting-mesh.js\";\nimport { applyGsFragments } from \"./gaussian-splatting-pipeline.js\";\n\ninterface PipelineEntry {\n pipeline: GPURenderPipeline;\n meshBindGroupLayout: GPUBindGroupLayout;\n shTextureCount: number;\n}\n\n// shDegree → number of rgba32uint SH textures: 1→1, 2→2, 3→3, 4→5.\nconst SH_TEXTURE_COUNT = [0, 1, 2, 3, 5];\n\nlet _cache: { device: GPUDevice; modules: Map<string, GPUShaderModule>; entries: Map<string, PipelineEntry> } | null = null;\n\n/** Build the WGSL source for a given SH degree (1..4). Mirrors the BJS\n * preprocessor-driven shader structure: declares only the SH textures used\n * by the degree, emits exactly the byte-stream unpacking for that degree,\n * and inlines only the SH polynomial terms up to that degree. */\nfunction buildShShaderSource(shDegree: number): string {\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1;\n const shCoefficientCount = shVectorCount * 3;\n const textureCount = Math.ceil(shCoefficientCount / 16);\n\n // ── SH texture bindings (6, 7, …) ───────────────────────────────\n let textureBindings = \"\";\n for (let i = 0; i < textureCount; i++) {\n textureBindings += `@group(1) @binding(${6 + i}) var shTexture${i}: texture_2d<u32>;\\n`;\n }\n\n // ── textureLoad calls inside readSplat ──────────────────────────\n let textureLoads = \"\";\n for (let i = 0; i < textureCount; i++) {\n textureLoads += ` let sh${i}_u32 = textureLoad(shTexture${i}, splatUVi32, 0);\\n`;\n }\n\n // ── Unpack the byte stream into sh[1..shVectorCount] vec3 values.\n //\n // Each rgba32uint texel carries 16 bytes (4 u32s × 4 bytes). The bytes\n // are stored in BJS-coefficient order: byte j of splat i is the j-th\n // component of the [R0,G0,B0, R1,G1,B1, …, R(N-1),G(N-1),B(N-1)] sequence.\n // sh[k+1] (k = 0..shVectorCount-1) reads bytes [3k, 3k+1, 3k+2]. `decompose`\n // returns `(byte * 2/255) - 1`, matching BJS exactly.\n let shUnpack = ` var sh: array<vec3<f32>, ${shVectorCount + 1}>;\\n sh[0] = vec3<f32>(0.0);\\n`;\n const byteRef = (j: number): string => {\n // texture index, u32 index within texel (0..3), byte index within u32 (0..3 == x/y/z/w).\n const tex = (j / 16) | 0;\n const u32Idx = ((j % 16) / 4) | 0;\n const byteIdx = j % 4;\n const u32Field = [\"x\", \"y\", \"z\", \"w\"][u32Idx]!;\n const byteField = [\"x\", \"y\", \"z\", \"w\"][byteIdx]!;\n return `decompose(sh${tex}_u32.${u32Field}).${byteField}`;\n };\n for (let k = 0; k < shVectorCount; k++) {\n const j = k * 3;\n shUnpack += ` sh[${k + 1}] = vec3<f32>(${byteRef(j)}, ${byteRef(j + 1)}, ${byteRef(j + 2)});\\n`;\n }\n\n // ── Polynomial evaluation, conditional on shDegree ──────────────\n let shPoly = \" result = sh[0];\\n\";\n if (shDegree >= 1) {\n shPoly += ` result += -SH_C1 * y * sh[1] + SH_C1 * z * sh[2] - SH_C1 * x * sh[3];\\n`;\n }\n if (shDegree >= 2) {\n shPoly += ` result +=\\n SH_C2[0] * xy * sh[4] +\\n SH_C2[1] * yz * sh[5] +\\n SH_C2[2] * (2.0 * zz - xx - yy) * sh[6] +\\n SH_C2[3] * xz * sh[7] +\\n SH_C2[4] * (xx - yy) * sh[8];\\n`;\n }\n if (shDegree >= 3) {\n shPoly += ` result +=\\n SH_C3[0] * y * (3.0 * xx - yy) * sh[9] +\\n SH_C3[1] * xy * z * sh[10] +\\n SH_C3[2] * y * (4.0 * zz - xx - yy) * sh[11] +\\n SH_C3[3] * z * (2.0 * zz - 3.0 * xx - 3.0 * yy) * sh[12] +\\n SH_C3[4] * x * (4.0 * zz - xx - yy) * sh[13] +\\n SH_C3[5] * z * (xx - yy) * sh[14] +\\n SH_C3[6] * x * (xx - 3.0 * yy) * sh[15];\\n`;\n }\n if (shDegree >= 4) {\n shPoly += ` result +=\\n SH_C4[0] * x * y * (xx - yy) * sh[16] +\\n SH_C4[1] * y * z * (3.0 * xx - yy) * sh[17] +\\n SH_C4[2] * x * y * (7.0 * zz - 1.0) * sh[18] +\\n SH_C4[3] * y * z * (7.0 * zz - 3.0) * sh[19] +\\n SH_C4[4] * (zz * (35.0 * zz - 30.0) + 3.0) * sh[20] +\\n SH_C4[5] * x * z * (7.0 * zz - 3.0) * sh[21] +\\n SH_C4[6] * (xx - yy) * (7.0 * zz - 1.0) * sh[22] +\\n SH_C4[7] * x * z * (xx - 3.0 * yy) * sh[23] +\\n SH_C4[8] * (xx * (xx - 3.0 * yy) - yy * (3.0 * xx - yy)) * sh[24];\\n`;\n }\n\n // SH_C2..SH_C4 constants — only declare what's referenced (silences\n // WGSL \"unused array\" warnings on lower degrees).\n let constantsBlock = `const SH_C1: f32 = 0.48860251;\\n`;\n if (shDegree >= 2) {\n constantsBlock += `const SH_C2: array<f32, 5> = array<f32, 5>(1.092548430, -1.09254843, 0.315391565, -1.09254843, 0.546274215);\\n`;\n }\n if (shDegree >= 3) {\n constantsBlock += `const SH_C3: array<f32, 7> = array<f32, 7>(-0.59004358, 2.890611442, -0.45704579, 0.373176332, -0.45704579, 1.445305721, -0.59004358);\\n`;\n }\n if (shDegree >= 4) {\n constantsBlock += `const SH_C4: array<f32, 9> = array<f32, 9>(2.5033429418, -1.7701307698, 0.9461746958, -0.6690465436, 0.1057855469, -0.6690465436, 0.4730873479, -1.7701307698, 0.6258357354);\\n`;\n }\n\n return `// Gaussian Splatting — vertex + fragment WGSL (SH degree ${shDegree}).\n// Generated by buildShShaderSource. Mirrors BJS gaussianSplatting.vertex.fx +\n// gaussianSplatting.fx (SH_DEGREE = ${shDegree}, no compound parts).\nstruct U {\n world: mat4x4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n viewport: vec2<f32>,\n focal: vec2<f32>,\n dataSize: vec2<f32>,\n alpha: f32,\n _pad0: f32,\n eyePosition: vec3<f32>,\n _pad1: f32,\n};\n@group(1) @binding(0) var<uniform> u: U;\n@group(1) @binding(1) var samp: sampler;\n@group(1) @binding(2) var centersTex: texture_2d<f32>;\n@group(1) @binding(3) var covATex: texture_2d<f32>;\n@group(1) @binding(4) var covBTex: texture_2d<f32>;\n@group(1) @binding(5) var colorsTex: texture_2d<f32>;\n${textureBindings}\n\nstruct VOut {\n @builtin(position) pos: vec4<f32>,\n @location(0) vColor: vec4<f32>,\n @location(1) vPos: vec2<f32>,\n};\n\n${constantsBlock}\n\nfn dataUv(idx: f32) -> vec2<f32> {\n let y = floor(idx / u.dataSize.x);\n let x = idx - y * u.dataSize.x;\n return vec2<f32>((x + 0.5) / u.dataSize.x, (y + 0.5) / u.dataSize.y);\n}\n\nfn dataUvI(idx: f32) -> vec2<i32> {\n let y = floor(idx / u.dataSize.x);\n let x = idx - y * u.dataSize.x;\n return vec2<i32>(i32(x), i32(y));\n}\n\n// Unpack a u32 of 4 packed bytes into (b0 b1 b2 b3) * 2/255 - 1.\nfn decompose(value: u32) -> vec4<f32> {\n let v = vec4<f32>(\n f32((value >> 0u) & 255u),\n f32((value >> 8u) & 255u),\n f32((value >> 16u) & 255u),\n f32((value >> 24u) & 255u));\n return v * vec4<f32>(2.0 / 255.0) - vec4<f32>(1.0);\n}\n\nfn inverseMat3(m: mat3x3<f32>) -> mat3x3<f32> {\n let a00 = m[0][0]; let a01 = m[0][1]; let a02 = m[0][2];\n let a10 = m[1][0]; let a11 = m[1][1]; let a12 = m[1][2];\n let a20 = m[2][0]; let a21 = m[2][1]; let a22 = m[2][2];\n let b01 = a22 * a11 - a12 * a21;\n let b11 = -a22 * a10 + a12 * a20;\n let b21 = a21 * a10 - a11 * a20;\n let det = a00 * b01 + a01 * b11 + a02 * b21;\n return mat3x3<f32>(\n vec3<f32>(b01 / det, (-a22 * a01 + a02 * a21) / det, (a12 * a01 - a02 * a11) / det),\n vec3<f32>(b11 / det, (a22 * a00 - a02 * a20) / det, (-a12 * a00 + a02 * a10) / det),\n vec3<f32>(b21 / det, (-a21 * a00 + a01 * a20) / det, (a11 * a00 - a01 * a10) / det));\n}\n\nfn computeSH(dir: vec3<f32>, splatUVi32: vec2<i32>) -> vec3<f32> {\n${textureLoads}${shUnpack} let x = dir.x;\n let y = dir.y;\n let z = dir.z;\n let xx = x * x; let yy = y * y; let zz = z * z;\n let xy = x * y; let yz = y * z; let xz = x * z;\n var result: vec3<f32>;\n${shPoly} return result;\n}\n\n@vertex\nfn vs(@location(0) corner: vec2<f32>, @location(1) splatIndex: f32) -> VOut {\n var out: VOut;\n let uv = dataUv(splatIndex);\n let splatUVi32 = dataUvI(splatIndex);\n let center = textureSampleLevel(centersTex, samp, uv, 0.0).xyz;\n let color = textureSampleLevel(colorsTex, samp, uv, 0.0);\n let covA = textureSampleLevel(covATex, samp, uv, 0.0).xyz;\n let covB = textureSampleLevel(covBTex, samp, uv, 0.0).xyz;\n\n let worldPos = u.world * vec4<f32>(center, 1.0);\n let modelView = u.view * u.world;\n let camspace = u.view * worldPos;\n let pos2d = u.projection * camspace;\n\n let bounds = 1.2 * pos2d.w;\n if (pos2d.z < 0.0\n || pos2d.x < -bounds || pos2d.x > bounds\n || pos2d.y < -bounds || pos2d.y > bounds) {\n out.pos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n out.vColor = vec4<f32>(0.0);\n out.vPos = vec2<f32>(0.0);\n return out;\n }\n\n // ── View-dependent SH evaluation ───────────────────────────────────\n let worldRot = mat3x3<f32>(u.world[0].xyz, u.world[1].xyz, u.world[2].xyz);\n let normWorldRot = inverseMat3(worldRot);\n var dir = normalize(normWorldRot * (worldPos.xyz - u.eyePosition));\n // Lite-side Y-flip: compensates for our data-path Y pre-flip vs BJS's\n // mesh.scaling.y *= -1 (see file header for derivation).\n dir.y = -dir.y;\n let shColor = computeSH(dir, splatUVi32);\n\n let Vrk = mat3x3<f32>(\n vec3<f32>(covA.x, covA.y, covA.z),\n vec3<f32>(covA.y, covB.x, covB.y),\n vec3<f32>(covA.z, covB.y, covB.z));\n\n let invZ = 1.0 / camspace.z;\n let invZ2 = invZ * invZ;\n let J = mat3x3<f32>(\n vec3<f32>(u.focal.x * invZ, 0.0, -u.focal.x * camspace.x * invZ2),\n vec3<f32>(0.0, u.focal.y * invZ, -u.focal.y * camspace.y * invZ2),\n vec3<f32>(0.0, 0.0, 0.0));\n\n let mv3 = mat3x3<f32>(modelView[0].xyz, modelView[1].xyz, modelView[2].xyz);\n let T = transpose(mv3) * J;\n var cov2d = transpose(T) * Vrk * T;\n\n let kernelSize: f32 = 0.3;\n cov2d[0][0] += kernelSize;\n cov2d[1][1] += kernelSize;\n\n let mid = (cov2d[0][0] + cov2d[1][1]) * 0.5;\n let dxy = (cov2d[0][0] - cov2d[1][1]) * 0.5;\n let radius = length(vec2<f32>(dxy, cov2d[0][1]));\n let epsilon: f32 = 0.0001;\n let lambda1 = mid + radius + epsilon;\n let lambda2 = mid - radius + epsilon;\n if (lambda2 < 0.0) {\n out.pos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n out.vColor = vec4<f32>(0.0);\n out.vPos = vec2<f32>(0.0);\n return out;\n }\n\n let diag = normalize(vec2<f32>(cov2d[0][1], lambda1 - cov2d[0][0]));\n let majorAxis = min(sqrt(2.0 * lambda1), 1024.0) * diag;\n let minorAxis = min(sqrt(2.0 * lambda2), 1024.0) * vec2<f32>(diag.y, -diag.x);\n\n let vCenter = pos2d.xy;\n out.pos = vec4<f32>(\n vCenter + (corner.x * majorAxis + corner.y * minorAxis) * pos2d.w / u.viewport,\n pos2d.z, pos2d.w);\n out.vColor = vec4<f32>(color.rgb + shColor, color.a * u.alpha);\n out.vPos = corner;\n return out;\n}\n\n/*GS_FRAGMENT_DEFINITIONS*/\n@fragment\nfn fs(in: VOut) -> @location(0) vec4<f32> {\n /*GS_FRAGMENT_MAIN_BEGIN*/\n let A = -dot(in.vPos, in.vPos);\n if (A < -4.0) { discard; }\n let B = exp(A) * in.vColor.a;\n var finalColor = vec4<f32>(in.vColor.rgb, B);\n /*GS_FRAGMENT_BEFORE_FRAGCOLOR*/\n /*GS_FRAGMENT_MAIN_END*/\n return finalColor;\n}\n`;\n}\n\nfunction getOrCreateShPipeline(engine: EngineContext, sig: RenderTargetSignature, shDegree: number, fragments?: readonly GsShaderFragment[]): PipelineEntry {\n const device = engine._device;\n if (!_cache || _cache.device !== device) {\n _cache = { device, modules: new Map(), entries: new Map() };\n }\n const fragKey = fragments && fragments.length > 0 ? \"|\" + fragments.map((f) => f.id).join(\",\") : \"\";\n let module = _cache.modules.get(shDegree + fragKey);\n if (!module) {\n module = device.createShaderModule({\n code: fragments && fragments.length > 0 ? applyGsFragments(buildShShaderSource(shDegree), fragments) : buildShShaderSource(shDegree),\n });\n _cache.modules.set(shDegree + fragKey, module);\n }\n const key = `${targetSignatureKey(sig)}|sh${shDegree}${fragKey}`;\n let entry = _cache.entries.get(key);\n if (entry) {\n return entry;\n }\n const shTextureCount = SH_TEXTURE_COUNT[shDegree]!;\n const layoutEntries: GPUBindGroupLayoutEntry[] = [\n { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: \"uniform\" } },\n { binding: 1, visibility: GPUShaderStage.VERTEX, sampler: { type: \"non-filtering\" } },\n { binding: 2, visibility: GPUShaderStage.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 3, visibility: GPUShaderStage.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 4, visibility: GPUShaderStage.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 5, visibility: GPUShaderStage.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n ];\n for (let i = 0; i < shTextureCount; i++) {\n layoutEntries.push({ binding: 6 + i, visibility: GPUShaderStage.VERTEX, texture: { sampleType: \"uint\" } });\n }\n const meshBindGroupLayout = device.createBindGroupLayout({ entries: layoutEntries });\n const pipeline = device.createRenderPipeline({\n layout: device.createPipelineLayout({ bindGroupLayouts: [getSceneBindGroupLayout(engine), meshBindGroupLayout] }),\n vertex: {\n module,\n entryPoint: \"vs\",\n buffers: [\n { arrayStride: 8, stepMode: \"vertex\", attributes: [{ shaderLocation: 0, offset: 0, format: \"float32x2\" }] },\n { arrayStride: 4, stepMode: \"instance\", attributes: [{ shaderLocation: 1, offset: 0, format: \"float32\" }] },\n ],\n },\n fragment: {\n module,\n entryPoint: \"fs\",\n targets: [\n {\n format: sig._colorFormat!,\n blend: {\n color: { srcFactor: \"src-alpha\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n alpha: { srcFactor: \"one\", dstFactor: \"one-minus-src-alpha\", operation: \"add\" },\n },\n writeMask: GPUColorWrite.ALL,\n },\n ],\n },\n primitive: { topology: \"triangle-list\", cullMode: \"none\" },\n depthStencil: {\n format: sig._depthStencilFormat ?? \"depth24plus-stencil8\",\n depthCompare: sig._depthCompare ?? \"greater-equal\",\n depthWriteEnabled: false,\n },\n multisample: { count: sig._sampleCount },\n });\n entry = { pipeline, meshBindGroupLayout, shTextureCount };\n _cache.entries.set(key, entry);\n return entry;\n}\n\n/** Build the Renderable for a GaussianSplattingMesh with SH coefficients.\n * Mirrors `buildGaussianSplattingRenderable` but adds eyePosition to the UBO\n * and binds the SH textures. */\nexport function buildGaussianSplattingRenderableSH(scene: SceneContext, mesh: GaussianSplattingMesh, fragments?: readonly GsShaderFragment[]): Renderable {\n const engine = scene.engine;\n const device = engine._device;\n\n // 3 mat4 + 8 floats (viewport,focal,dataSize,alpha,pad) + 4 floats (eyePosition + pad) = 240 bytes.\n const UBO_BYTES = 16 * 4 * 3 + 8 * 4 + 4 * 4;\n const ubo = device.createBuffer({\n size: UBO_BYTES,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\n });\n const cpu = new Float32Array(UBO_BYTES / 4);\n\n cpu[48 + 4] = mesh.textureWidth;\n cpu[48 + 5] = mesh.textureHeight;\n cpu[48 + 6] = 1; // alpha\n cpu[48 + 7] = 0; // pad\n\n const bindGroups = new Map<GPURenderPipeline, GPUBindGroup>();\n\n const getBindGroup = (entry: PipelineEntry): GPUBindGroup => {\n let bg = bindGroups.get(entry.pipeline);\n if (bg) {\n return bg;\n }\n const shViews = mesh._gs._shViews ?? 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Dynamic-imported by\n * `attachParsedSplat` (in `load-splat.ts`) when the parsed asset carries SH\n * coefficients. Reads `mesh.shDegree` (set at mesh construction), creates\n * the `rgba32uint` SH textures (1..5 depending on degree), patches\n * `mesh._gs` in place, and installs the SH renderable. */\nexport function attachGaussianSplattingMeshSH(scene: SceneContext, mesh: GaussianSplattingMesh, shFlat: Uint8Array, fragments?: readonly GsShaderFragment[]): void {\n const engine = scene.engine;\n const device = engine._device;\n const shDegree = mesh.shDegree;\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1;\n const shCoefficientCount = shVectorCount * 3;\n const textureCount = Math.ceil(shCoefficientCount / 16);\n const width = mesh.textureWidth;\n const height = mesh.textureHeight;\n\n // Pack the flat SH byte stream into N textures of 16 bytes per splat each.\n // splat i's bytes [i*shCC .. i*shCC + shCC] are split across textures\n // [t=0..textureCount-1], each carrying up to 16 bytes at offset i*16.\n const textures: GPUTexture[] = [];\n const views: GPUTextureView[] = [];\n const vertexCount = mesh.vertexCount;\n for (let t = 0; t < textureCount; t++) {\n const dst = new Uint8Array(width * height * 16);\n const tBase = t * 16;\n const bytesThisTex = Math.min(16, shCoefficientCount - tBase);\n for (let i = 0; i < vertexCount; i++) {\n const srcOff = i * shCoefficientCount + tBase;\n const dstOff = i * 16;\n for (let b = 0; b < bytesThisTex; b++) {\n dst[dstOff + b] = shFlat[srcOff + b]!;\n }\n }\n const tex = device.createTexture({\n size: [width, height],\n format: \"rgba32uint\",\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,\n });\n device.queue.writeTexture({ texture: tex }, dst.buffer, { bytesPerRow: width * 16 }, { width, height });\n textures.push(tex);\n views.push(tex.createView());\n }\n mesh._gs._shTextures = textures;\n mesh._gs._shViews = views;\n\n const ctx = scene as unknown as { _renderables: Renderable[]; _disposables: (() => void)[]; _gsMeshes: GaussianSplattingMesh[] };\n 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