@driftengine/splats 4.8.1 → 4.8.3
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/README.md +1 -1
- package/dist/shaders/generated/splat.wgsl.d.ts +1 -1
- package/dist/shaders/generated/splat.wgsl.js +1 -1
- package/dist/shaders/splat.d.ts +1 -1
- package/dist/splatGl.js +4 -2
- package/dist/splatGpu.js +4 -3
- package/package.json +2 -2
- package/src/shaders/generated/splat.wgsl.ts +1 -1
- package/src/splatGl.ts +5 -2
- package/src/splatGpu.ts +4 -3
package/README.md
CHANGED
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@@ -3,7 +3,7 @@
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Gaussian splat captures: the readers, view-dependent colour, an off-frame sort, and a pass that
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composes into the scene.
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**Cost: 16.
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**Cost: 16.9 KB gzipped on top of core.** Measured by `scripts/size-gate.test.mjs`, which fails if it
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drifts more than 3% — the number is derived from the same floors that gate asserts, so a README
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quoting a stale one is a red suite rather than a thing somebody notices.
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@@ -1,4 +1,4 @@
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export declare const SPLAT_FRAG_WGSL = "struct Uniforms {\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vCorner_1: vec2<f32>;\nvar<private> vColor_1: vec4<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let
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export declare const SPLAT_FRAG_WGSL = "struct Uniforms {\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vCorner_1: vec2<f32>;\nvar<private> vColor_1: vec4<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e61 = (*c_1)[0u];\n let _e63 = (*c_1)[1u];\n let _e65 = (*c_1)[2u];\n m = max(_e61, max(_e63, _e65));\n let _e68 = m;\n if (_e68 <= 0.8f) {\n let _e70 = (*c_1);\n return _e70;\n }\n let _e71 = m;\n e = (_e71 - 0.8f);\n let _e73 = (*c_1);\n let _e74 = e;\n let _e76 = e;\n let _e80 = m;\n return (_e73 * ((0.8f + ((0.2f * _e74) / (_e76 + 0.2f))) / _e80));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e62 = unnamed.uOutputTransform;\n if (_e62 == 0i) {\n let _e64 = (*c_2);\n return _e64;\n }\n let _e66 = unnamed.uOutputTransform;\n if (_e66 == 2i) {\n let _e68 = (*c_2);\n param_1 = _e68;\n let _e69 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e69;\n }\n let _e71 = unnamed.uOutputTransform;\n if (_e71 == 3i) {\n let _e73 = (*c_2);\n let _e75 = unnamed.uOutputExposure;\n param_2 = (_e73 * _e75);\n let _e77 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e77;\n }\n let _e78 = (*c_2);\n param_3 = _e78;\n let _e79 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e79;\n}\n\nfn main_1() {\n var power: f32;\n var alpha: f32;\n var colour: vec3<f32>;\n var param_4: vec3<f32>;\n\n let _e61 = vCorner_1;\n let _e62 = vCorner_1;\n power = dot(_e61, _e62);\n let _e65 = vColor_1[3u];\n let _e66 = power;\n alpha = (_e65 * exp((-0.5f * _e66)));\n let _e70 = alpha;\n if (_e70 < 0.003921569f) {\n discard;\n }\n let _e72 = vColor_1;\n param_4 = _e72.xyz;\n let _e74 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n colour = _e74;\n let _e75 = colour;\n let _e76 = alpha;\n let _e77 = (_e75 * _e76);\n let _e78 = alpha;\n fragColor = vec4<f32>(_e77.x, _e77.y, _e77.z, _e78);\n return;\n}\n\n@fragment \nfn main(@location(0) vCorner: vec2<f32>, @location(1) vColor: vec4<f32>) -> @location(0) vec4<f32> {\n vCorner_1 = vCorner;\n vColor_1 = vColor;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
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export declare const SPLAT_VERT_WGSL = "struct Uniforms {\n uSplatCount: i32,\n uSplatStride: i32,\n uSplatTexels: i32,\n uView: mat4x4<f32>,\n uProjection: mat4x4<f32>,\n uViewport: vec2<f32>,\n uModel: mat4x4<f32>,\n uSplatCameraLocal: vec3<f32>,\n uSplatShDegree: i32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec2<f32>,\n @location(1) member_1: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(16) \nvar uSplatData_t: texture_2d<u32>;\nvar<private> gl_VertexIndex_1: i32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vCorner: vec2<f32>;\nvar<private> vColor: vec4<f32>;\n@group(0) @binding(18) \nvar uSplatOrder_t: texture_2d<u32>;\n@group(0) @binding(17) \nvar uSplatData_s: sampler;\n@group(0) @binding(19) \nvar uSplatOrder_s: sampler;\n\nfn unpackRgba8_u0028_u1_u003b(packed: ptr<function, u32>) -> vec4<f32> {\n let _e50 = (*packed);\n let _e53 = (*packed);\n let _e58 = (*packed);\n let _e63 = (*packed);\n return (vec4<f32>(f32((_e50 & 255u)), f32(((_e53 >> bitcast<u32>(8i)) & 255u)), f32(((_e58 >> bitcast<u32>(16i)) & 255u)), f32(((_e63 >> bitcast<u32>(24i)) & 255u))) / vec4(255f));\n}\n\nfn viewDependentColour_u0028_vu4_u003b_vf3_u003b(sh: ptr<function, vec4<u32>>, direction: ptr<function, vec3<f32>>) -> vec3<f32> {\n var scale: f32;\n var a: vec4<f32>;\n var param: u32;\n var b: vec4<f32>;\n var param_1: u32;\n var c: vec4<f32>;\n var param_2: u32;\n var c0_: vec3<f32>;\n var c1_: vec3<f32>;\n var c2_: vec3<f32>;\n\n let _e62 = (*sh)[3u];\n scale = bitcast<f32>(_e62);\n let _e64 = scale;\n if (_e64 == 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e67 = (*sh)[0u];\n param = _e67;\n let _e68 = unpackRgba8_u0028_u1_u003b((¶m));\n a = _e68;\n let _e70 = (*sh)[1u];\n param_1 = _e70;\n let _e71 = unpackRgba8_u0028_u1_u003b((¶m_1));\n b = _e71;\n let _e73 = (*sh)[2u];\n param_2 = _e73;\n let _e74 = unpackRgba8_u0028_u1_u003b((¶m_2));\n c = _e74;\n let _e76 = a[0u];\n let _e78 = a[1u];\n let _e80 = a[2u];\n let _e87 = scale;\n c0_ = ((((vec3<f32>(_e76, _e78, _e80) * 255f) - vec3(128f)) / vec3(127f)) * _e87);\n let _e90 = a[3u];\n let _e92 = b[0u];\n let _e94 = b[1u];\n let _e101 = scale;\n c1_ = ((((vec3<f32>(_e90, _e92, _e94) * 255f) - vec3(128f)) / vec3(127f)) * _e101);\n let _e104 = b[2u];\n let _e106 = b[3u];\n let _e108 = c[0u];\n let _e115 = scale;\n c2_ = ((((vec3<f32>(_e104, _e106, _e108) * 255f) - vec3(128f)) / vec3(127f)) * _e115);\n let _e118 = (*direction)[1u];\n let _e120 = c0_;\n let _e123 = (*direction)[2u];\n let _e124 = c1_;\n let _e128 = (*direction)[0u];\n let _e129 = c2_;\n return ((((_e120 * -(_e118)) + (_e124 * _e123)) - (_e129 * _e128)) * 0.48860252f);\n}\n\nfn fetchTexel_u0028_i1_u003b_i1_u003b(splat: ptr<function, i32>, which: ptr<function, i32>) -> vec4<u32> {\n var at: i32;\n var width: i32;\n\n let _e53 = (*splat);\n let _e55 = unnamed.uSplatTexels;\n let _e57 = (*which);\n at = ((_e53 * _e55) + _e57);\n let _e60 = unnamed.uSplatStride;\n let _e62 = unnamed.uSplatTexels;\n width = (_e60 * _e62);\n let _e64 = at;\n let _e65 = width;\n let _e73 = at;\n let _e74 = width;\n let _e77 = textureLoad(uSplatData_t, vec2<i32>((_e64 - (i32(floor((f32(_e64) / f32(_e65)))) * _e65)), (_e73 / _e74)), 0i);\n return _e77;\n}\n\nfn main_1() {\n var vertex: i32;\n var slot: i32;\n var corner: i32;\n var splat_1: i32;\n var texel0_: vec4<u32>;\n var param_3: i32;\n var param_4: i32;\n var texel1_: vec4<u32>;\n var param_5: i32;\n var param_6: i32;\n var centre: vec3<f32>;\n var param_7: u32;\n var direction_1: vec3<f32>;\n var param_8: i32;\n var param_9: i32;\n var param_10: vec4<u32>;\n var param_11: vec3<f32>;\n var c01_: vec2<f32>;\n var c23_: vec2<f32>;\n var c45_: vec2<f32>;\n var sigma: mat3x3<f32>;\n var world: vec4<f32>;\n var view: vec4<f32>;\n var clip: vec4<f32>;\n var focalX: f32;\n var focalY: f32;\n var invZ: f32;\n var invZ2_: f32;\n var jacobian: mat3x2<f32>;\n var rotation: mat3x3<f32>;\n var world3_: mat3x3<f32>;\n var screen: mat2x2<f32>;\n var a_1: f32;\n var b_1: f32;\n var d: f32;\n var mid: f32;\n var discriminant: f32;\n var lambda1_: f32;\n var lambda2_: f32;\n var major: vec2<f32>;\n var minor: vec2<f32>;\n var radius1_: f32;\n var radius2_: f32;\n var offsets: array<vec2<f32>, 6>;\n var unit: vec2<f32>;\n var offsetPx: vec2<f32>;\n var phi_358_: bool;\n var phi_369_: bool;\n\n let _e95 = gl_VertexIndex_1;\n vertex = _e95;\n let _e96 = vertex;\n slot = (_e96 / 6i);\n let _e98 = vertex;\n corner = (_e98 - (i32(floor((f32(_e98) / f32(6i)))) * 6i));\n let _e106 = slot;\n let _e108 = unnamed.uSplatCount;\n if (_e106 >= _e108) {\n unnamed_1.gl_Position = vec4<f32>(2f, 2f, 2f, 1f);\n vCorner = vec2<f32>(0f, 0f);\n vColor = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e111 = slot;\n let _e113 = unnamed.uSplatStride;\n let _e121 = slot;\n let _e123 = unnamed.uSplatStride;\n let _e126 = textureLoad(uSplatOrder_t, vec2<i32>((_e111 - (i32(floor((f32(_e111) / f32(_e113)))) * _e113)), (_e121 / _e123)), 0i);\n splat_1 = bitcast<i32>(_e126.x);\n let _e129 = splat_1;\n param_3 = _e129;\n param_4 = 0i;\n let _e130 = fetchTexel_u0028_i1_u003b_i1_u003b((¶m_3), (¶m_4));\n texel0_ = _e130;\n let _e131 = splat_1;\n param_5 = _e131;\n param_6 = 1i;\n let _e132 = fetchTexel_u0028_i1_u003b_i1_u003b((¶m_5), (¶m_6));\n texel1_ = _e132;\n let _e133 = texel0_;\n centre = bitcast<vec3<f32>>(_e133.xyz);\n let _e137 = texel0_[3u];\n param_7 = _e137;\n let _e138 = unpackRgba8_u0028_u1_u003b((¶m_7));\n vColor = _e138;\n let _e140 = unnamed.uSplatShDegree;\n if (_e140 > 0i) {\n let _e142 = centre;\n let _e144 = unnamed.uSplatCameraLocal;\n direction_1 = normalize((_e142 - _e144));\n let _e147 = vColor;\n let _e149 = splat_1;\n param_8 = _e149;\n param_9 = 2i;\n let _e150 = fetchTexel_u0028_i1_u003b_i1_u003b((¶m_8), (¶m_9));\n param_10 = _e150;\n let _e151 = direction_1;\n param_11 = _e151;\n let _e152 = viewDependentColour_u0028_vu4_u003b_vf3_u003b((¶m_10), (¶m_11));\n let _e154 = max((_e147.xyz + _e152), vec3<f32>(0f, 0f, 0f));\n let _e155 = vColor;\n vColor = vec4<f32>(_e154.x, _e154.y, _e154.z, _e155.w);\n }\n let _e162 = texel1_[0u];\n c01_ = unpack2x16float(_e162);\n let _e165 = texel1_[1u];\n c23_ = unpack2x16float(_e165);\n let _e168 = texel1_[2u];\n c45_ = unpack2x16float(_e168);\n let _e171 = c01_[0u];\n let _e173 = c01_[1u];\n let _e175 = c23_[0u];\n let _e177 = c01_[1u];\n let _e179 = c23_[1u];\n let _e181 = c45_[0u];\n let _e183 = c23_[0u];\n let _e185 = c45_[0u];\n let _e187 = c45_[1u];\n sigma = mat3x3<f32>(vec3<f32>(_e171, _e173, _e175), vec3<f32>(_e177, _e179, _e181), vec3<f32>(_e183, _e185, _e187));\n let _e193 = unnamed.uModel;\n let _e194 = centre;\n world = (_e193 * vec4<f32>(_e194.x, _e194.y, _e194.z, 1f));\n let _e201 = unnamed.uView;\n let _e202 = world;\n view = (_e201 * _e202);\n let _e205 = unnamed.uProjection;\n let _e206 = view;\n clip = (_e205 * _e206);\n let _e209 = view[2u];\n let _e210 = (_e209 > -0.01f);\n phi_358_ = _e210;\n if !(_e210) {\n let _e213 = clip[0u];\n let _e216 = clip[3u];\n phi_358_ = (abs(_e213) > (_e216 * 1.3f));\n }\n let _e220 = phi_358_;\n phi_369_ = _e220;\n if !(_e220) {\n let _e223 = clip[1u];\n let _e226 = clip[3u];\n phi_369_ = (abs(_e223) > (_e226 * 1.3f));\n }\n let _e230 = phi_369_;\n if _e230 {\n unnamed_1.gl_Position = vec4<f32>(2f, 2f, 2f, 1f);\n vCorner = vec2<f32>(0f, 0f);\n return;\n }\n let _e235 = unnamed.uProjection[0][0u];\n let _e238 = unnamed.uViewport[0u];\n focalX = ((_e235 * _e238) * 0.5f);\n let _e244 = unnamed.uProjection[1][1u];\n let _e247 = unnamed.uViewport[1u];\n focalY = ((_e244 * _e247) * 0.5f);\n let _e251 = view[2u];\n invZ = (1f / _e251);\n let _e253 = invZ;\n let _e254 = invZ;\n invZ2_ = (_e253 * _e254);\n let _e256 = focalX;\n let _e257 = invZ;\n let _e259 = focalY;\n let _e260 = invZ;\n let _e262 = focalX;\n let _e265 = view[0u];\n let _e267 = invZ2_;\n let _e269 = focalY;\n let _e272 = view[1u];\n let _e274 = invZ2_;\n jacobian = mat3x2<f32>(vec2<f32>((_e256 * _e257), 0f), vec2<f32>(0f, (_e259 * _e260)), vec2<f32>(((-(_e262) * _e265) * _e267), ((-(_e269) * _e272) * _e274)));\n let _e281 = unnamed.uView;\n let _e283 = unnamed.uModel;\n let _e284 = (_e281 * _e283);\n rotation = mat3x3<f32>(_e284[0].xyz, _e284[1].xyz, _e284[2].xyz);\n let _e292 = rotation;\n let _e293 = sigma;\n let _e295 = rotation;\n world3_ = ((_e292 * _e293) * transpose(_e295));\n let _e298 = jacobian;\n let _e299 = world3_;\n let _e301 = jacobian;\n screen = ((_e298 * _e299) * transpose(_e301));\n let _e306 = screen[0][0u];\n screen[0][0u] = (_e306 + 0.3f);\n let _e312 = screen[1][1u];\n screen[1][1u] = (_e312 + 0.3f);\n let _e318 = screen[0][0u];\n a_1 = _e318;\n let _e321 = screen[0][1u];\n b_1 = _e321;\n let _e324 = screen[1][1u];\n d = _e324;\n let _e325 = a_1;\n let _e326 = d;\n mid = (0.5f * (_e325 + _e326));\n let _e329 = mid;\n let _e330 = mid;\n let _e332 = a_1;\n let _e333 = d;\n let _e335 = b_1;\n let _e336 = b_1;\n discriminant = sqrt(max(0.1f, ((_e329 * _e330) - ((_e332 * _e333) - (_e335 * _e336)))));\n let _e342 = mid;\n let _e343 = discriminant;\n lambda1_ = (_e342 + _e343);\n let _e345 = mid;\n let _e346 = discriminant;\n lambda2_ = (_e345 - _e346);\n let _e348 = lambda2_;\n if (_e348 <= 0f) {\n unnamed_1.gl_Position = vec4<f32>(2f, 2f, 2f, 1f);\n vCorner = vec2<f32>(0f, 0f);\n return;\n }\n let _e351 = b_1;\n let _e352 = lambda1_;\n let _e353 = a_1;\n major = normalize(vec2<f32>(_e351, (_e352 - _e353)));\n let _e358 = major[1u];\n let _e361 = major[0u];\n minor = vec2<f32>(-(_e358), _e361);\n let _e363 = lambda1_;\n radius1_ = min((2f * sqrt(_e363)), 512f);\n let _e367 = lambda2_;\n radius2_ = min((2f * sqrt(_e367)), 512f);\n offsets = array<vec2<f32>, 6>(vec2<f32>(-1f, -1f), vec2<f32>(1f, -1f), vec2<f32>(-1f, 1f), vec2<f32>(-1f, 1f), vec2<f32>(1f, -1f), vec2<f32>(1f, 1f));\n let _e371 = corner;\n let _e373 = offsets[_e371];\n unit = _e373;\n let _e374 = unit;\n vCorner = (_e374 * 2f);\n let _e377 = unit[0u];\n let _e378 = major;\n let _e380 = radius1_;\n let _e383 = unit[1u];\n let _e384 = minor;\n let _e386 = radius2_;\n offsetPx = (((_e378 * _e377) * _e380) + ((_e384 * _e383) * _e386));\n let _e389 = clip;\n let _e391 = offsetPx;\n let _e393 = unnamed.uViewport;\n let _e397 = clip[3u];\n let _e399 = (_e389.xy + (((_e391 / _e393) * 2f) * _e397));\n let _e401 = clip[2u];\n let _e403 = clip[3u];\n unnamed_1.gl_Position = vec4<f32>(_e399.x, _e399.y, _e401, _e403);\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32) -> VertexOutput {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n main_1();\n let _e8 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e8);\n let _e10 = unnamed_1.gl_Position;\n let _e11 = vCorner;\n let _e12 = vColor;\n return VertexOutput(_e10, _e11, _e12);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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* The GLSL beside this file is the source of truth. A hand edit here is discarded by
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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*/
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-
export const SPLAT_FRAG_WGSL = "struct Uniforms {\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vCorner_1: vec2<f32>;\nvar<private> vColor_1: vec4<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let
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7
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+
export const SPLAT_FRAG_WGSL = "struct Uniforms {\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vCorner_1: vec2<f32>;\nvar<private> vColor_1: vec4<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e61 = (*c_1)[0u];\n let _e63 = (*c_1)[1u];\n let _e65 = (*c_1)[2u];\n m = max(_e61, max(_e63, _e65));\n let _e68 = m;\n if (_e68 <= 0.8f) {\n let _e70 = (*c_1);\n return _e70;\n }\n let _e71 = m;\n e = (_e71 - 0.8f);\n let _e73 = (*c_1);\n let _e74 = e;\n let _e76 = e;\n let _e80 = m;\n return (_e73 * ((0.8f + ((0.2f * _e74) / (_e76 + 0.2f))) / _e80));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e62 = unnamed.uOutputTransform;\n if (_e62 == 0i) {\n let _e64 = (*c_2);\n return _e64;\n }\n let _e66 = unnamed.uOutputTransform;\n if (_e66 == 2i) {\n let _e68 = (*c_2);\n param_1 = _e68;\n let _e69 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e69;\n }\n let _e71 = unnamed.uOutputTransform;\n if (_e71 == 3i) {\n let _e73 = (*c_2);\n let _e75 = unnamed.uOutputExposure;\n param_2 = (_e73 * _e75);\n let _e77 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e77;\n }\n let _e78 = (*c_2);\n param_3 = _e78;\n let _e79 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e79;\n}\n\nfn main_1() {\n var power: f32;\n var alpha: f32;\n var colour: vec3<f32>;\n var param_4: vec3<f32>;\n\n let _e61 = vCorner_1;\n let _e62 = vCorner_1;\n power = dot(_e61, _e62);\n let _e65 = vColor_1[3u];\n let _e66 = power;\n alpha = (_e65 * exp((-0.5f * _e66)));\n let _e70 = alpha;\n if (_e70 < 0.003921569f) {\n discard;\n }\n let _e72 = vColor_1;\n param_4 = _e72.xyz;\n let _e74 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n colour = _e74;\n let _e75 = colour;\n let _e76 = alpha;\n let _e77 = (_e75 * _e76);\n let _e78 = alpha;\n fragColor = vec4<f32>(_e77.x, _e77.y, _e77.z, _e78);\n return;\n}\n\n@fragment \nfn main(@location(0) vCorner: vec2<f32>, @location(1) vColor: vec4<f32>) -> @location(0) vec4<f32> {\n vCorner_1 = vCorner;\n vColor_1 = vColor;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
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export const SPLAT_VERT_WGSL = "struct Uniforms {\n uSplatCount: i32,\n uSplatStride: i32,\n uSplatTexels: i32,\n uView: mat4x4<f32>,\n uProjection: mat4x4<f32>,\n uViewport: vec2<f32>,\n uModel: mat4x4<f32>,\n uSplatCameraLocal: vec3<f32>,\n uSplatShDegree: i32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec2<f32>,\n @location(1) member_1: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(16) \nvar uSplatData_t: texture_2d<u32>;\nvar<private> gl_VertexIndex_1: i32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vCorner: vec2<f32>;\nvar<private> vColor: vec4<f32>;\n@group(0) @binding(18) \nvar uSplatOrder_t: texture_2d<u32>;\n@group(0) @binding(17) \nvar uSplatData_s: sampler;\n@group(0) @binding(19) \nvar uSplatOrder_s: sampler;\n\nfn unpackRgba8_u0028_u1_u003b(packed: ptr<function, u32>) -> vec4<f32> {\n let _e50 = (*packed);\n let _e53 = (*packed);\n let _e58 = (*packed);\n let _e63 = (*packed);\n return (vec4<f32>(f32((_e50 & 255u)), f32(((_e53 >> bitcast<u32>(8i)) & 255u)), f32(((_e58 >> bitcast<u32>(16i)) & 255u)), f32(((_e63 >> bitcast<u32>(24i)) & 255u))) / vec4(255f));\n}\n\nfn viewDependentColour_u0028_vu4_u003b_vf3_u003b(sh: ptr<function, vec4<u32>>, direction: ptr<function, vec3<f32>>) -> vec3<f32> {\n var scale: f32;\n var a: vec4<f32>;\n var param: u32;\n var b: vec4<f32>;\n var param_1: u32;\n var c: vec4<f32>;\n var param_2: u32;\n var c0_: vec3<f32>;\n var c1_: vec3<f32>;\n var c2_: vec3<f32>;\n\n let _e62 = (*sh)[3u];\n scale = bitcast<f32>(_e62);\n let _e64 = scale;\n if (_e64 == 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e67 = (*sh)[0u];\n param = _e67;\n let _e68 = unpackRgba8_u0028_u1_u003b((¶m));\n a = _e68;\n let _e70 = (*sh)[1u];\n param_1 = _e70;\n let _e71 = unpackRgba8_u0028_u1_u003b((¶m_1));\n b = _e71;\n let _e73 = (*sh)[2u];\n param_2 = _e73;\n let _e74 = unpackRgba8_u0028_u1_u003b((¶m_2));\n c = _e74;\n let _e76 = a[0u];\n let _e78 = a[1u];\n let _e80 = a[2u];\n let _e87 = scale;\n c0_ = ((((vec3<f32>(_e76, _e78, _e80) * 255f) - vec3(128f)) / vec3(127f)) * _e87);\n let _e90 = a[3u];\n let _e92 = b[0u];\n let _e94 = b[1u];\n let _e101 = scale;\n c1_ = ((((vec3<f32>(_e90, _e92, _e94) * 255f) - vec3(128f)) / vec3(127f)) * _e101);\n let _e104 = b[2u];\n let _e106 = b[3u];\n let _e108 = c[0u];\n let _e115 = scale;\n c2_ = ((((vec3<f32>(_e104, _e106, _e108) * 255f) - vec3(128f)) / vec3(127f)) * _e115);\n let _e118 = (*direction)[1u];\n let _e120 = c0_;\n let _e123 = (*direction)[2u];\n let _e124 = c1_;\n let _e128 = (*direction)[0u];\n let _e129 = c2_;\n return ((((_e120 * -(_e118)) + (_e124 * _e123)) - (_e129 * _e128)) * 0.48860252f);\n}\n\nfn fetchTexel_u0028_i1_u003b_i1_u003b(splat: ptr<function, i32>, which: ptr<function, i32>) -> vec4<u32> {\n var at: i32;\n var width: i32;\n\n let _e53 = (*splat);\n let _e55 = unnamed.uSplatTexels;\n let _e57 = (*which);\n at = ((_e53 * _e55) + _e57);\n let _e60 = unnamed.uSplatStride;\n let _e62 = unnamed.uSplatTexels;\n width = (_e60 * _e62);\n let _e64 = at;\n let _e65 = width;\n let _e73 = at;\n let _e74 = width;\n let _e77 = textureLoad(uSplatData_t, vec2<i32>((_e64 - (i32(floor((f32(_e64) / f32(_e65)))) * _e65)), (_e73 / _e74)), 0i);\n return _e77;\n}\n\nfn main_1() {\n var vertex: i32;\n var slot: i32;\n var corner: i32;\n var splat_1: i32;\n var texel0_: vec4<u32>;\n var param_3: i32;\n var param_4: i32;\n var texel1_: vec4<u32>;\n var param_5: i32;\n var param_6: i32;\n var centre: vec3<f32>;\n var param_7: u32;\n var direction_1: vec3<f32>;\n var param_8: i32;\n var param_9: i32;\n var param_10: vec4<u32>;\n var param_11: vec3<f32>;\n var c01_: vec2<f32>;\n var c23_: vec2<f32>;\n var c45_: vec2<f32>;\n var sigma: mat3x3<f32>;\n var world: vec4<f32>;\n var view: vec4<f32>;\n var clip: vec4<f32>;\n var focalX: f32;\n var focalY: f32;\n var invZ: f32;\n var invZ2_: f32;\n var jacobian: mat3x2<f32>;\n var rotation: mat3x3<f32>;\n var world3_: mat3x3<f32>;\n var screen: mat2x2<f32>;\n var a_1: f32;\n var b_1: f32;\n var d: f32;\n var mid: f32;\n var discriminant: f32;\n var lambda1_: f32;\n var lambda2_: f32;\n var major: vec2<f32>;\n var minor: vec2<f32>;\n var radius1_: f32;\n var radius2_: f32;\n var offsets: array<vec2<f32>, 6>;\n var unit: vec2<f32>;\n var offsetPx: vec2<f32>;\n var phi_358_: bool;\n var phi_369_: bool;\n\n let _e95 = gl_VertexIndex_1;\n vertex = _e95;\n let _e96 = vertex;\n slot = (_e96 / 6i);\n let _e98 = vertex;\n corner = (_e98 - (i32(floor((f32(_e98) / f32(6i)))) * 6i));\n let _e106 = slot;\n let _e108 = unnamed.uSplatCount;\n if (_e106 >= _e108) {\n unnamed_1.gl_Position = vec4<f32>(2f, 2f, 2f, 1f);\n vCorner = vec2<f32>(0f, 0f);\n vColor = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e111 = slot;\n let _e113 = unnamed.uSplatStride;\n let _e121 = slot;\n let _e123 = unnamed.uSplatStride;\n let _e126 = textureLoad(uSplatOrder_t, vec2<i32>((_e111 - (i32(floor((f32(_e111) / f32(_e113)))) * _e113)), (_e121 / _e123)), 0i);\n splat_1 = bitcast<i32>(_e126.x);\n let _e129 = splat_1;\n param_3 = _e129;\n param_4 = 0i;\n let _e130 = fetchTexel_u0028_i1_u003b_i1_u003b((¶m_3), (¶m_4));\n texel0_ = _e130;\n let _e131 = splat_1;\n param_5 = _e131;\n param_6 = 1i;\n let _e132 = fetchTexel_u0028_i1_u003b_i1_u003b((¶m_5), (¶m_6));\n texel1_ = _e132;\n let _e133 = texel0_;\n centre = bitcast<vec3<f32>>(_e133.xyz);\n let _e137 = texel0_[3u];\n param_7 = _e137;\n let _e138 = unpackRgba8_u0028_u1_u003b((¶m_7));\n vColor = _e138;\n let _e140 = unnamed.uSplatShDegree;\n if (_e140 > 0i) {\n let _e142 = centre;\n let _e144 = unnamed.uSplatCameraLocal;\n direction_1 = normalize((_e142 - _e144));\n let _e147 = vColor;\n let _e149 = splat_1;\n param_8 = _e149;\n param_9 = 2i;\n let _e150 = fetchTexel_u0028_i1_u003b_i1_u003b((¶m_8), (¶m_9));\n param_10 = _e150;\n let _e151 = direction_1;\n param_11 = _e151;\n let _e152 = viewDependentColour_u0028_vu4_u003b_vf3_u003b((¶m_10), (¶m_11));\n let _e154 = max((_e147.xyz + _e152), vec3<f32>(0f, 0f, 0f));\n let _e155 = vColor;\n vColor = vec4<f32>(_e154.x, _e154.y, _e154.z, _e155.w);\n }\n let _e162 = texel1_[0u];\n c01_ = unpack2x16float(_e162);\n let _e165 = texel1_[1u];\n c23_ = unpack2x16float(_e165);\n let _e168 = texel1_[2u];\n c45_ = unpack2x16float(_e168);\n let _e171 = c01_[0u];\n let _e173 = c01_[1u];\n let _e175 = c23_[0u];\n let _e177 = c01_[1u];\n let _e179 = c23_[1u];\n let _e181 = c45_[0u];\n let _e183 = c23_[0u];\n let _e185 = c45_[0u];\n let _e187 = c45_[1u];\n sigma = mat3x3<f32>(vec3<f32>(_e171, _e173, _e175), vec3<f32>(_e177, _e179, _e181), vec3<f32>(_e183, _e185, _e187));\n let _e193 = unnamed.uModel;\n let _e194 = centre;\n world = (_e193 * vec4<f32>(_e194.x, _e194.y, _e194.z, 1f));\n let _e201 = unnamed.uView;\n let _e202 = world;\n view = (_e201 * _e202);\n let _e205 = unnamed.uProjection;\n let _e206 = view;\n clip = (_e205 * _e206);\n let _e209 = view[2u];\n let _e210 = (_e209 > -0.01f);\n phi_358_ = _e210;\n if !(_e210) {\n let _e213 = clip[0u];\n let _e216 = clip[3u];\n phi_358_ = (abs(_e213) > (_e216 * 1.3f));\n }\n let _e220 = phi_358_;\n phi_369_ = _e220;\n if !(_e220) {\n let _e223 = clip[1u];\n let _e226 = clip[3u];\n phi_369_ = (abs(_e223) > (_e226 * 1.3f));\n }\n let _e230 = phi_369_;\n if _e230 {\n unnamed_1.gl_Position = vec4<f32>(2f, 2f, 2f, 1f);\n vCorner = vec2<f32>(0f, 0f);\n return;\n }\n let _e235 = unnamed.uProjection[0][0u];\n let _e238 = unnamed.uViewport[0u];\n focalX = ((_e235 * _e238) * 0.5f);\n let _e244 = unnamed.uProjection[1][1u];\n let _e247 = unnamed.uViewport[1u];\n focalY = ((_e244 * _e247) * 0.5f);\n let _e251 = view[2u];\n invZ = (1f / _e251);\n let _e253 = invZ;\n let _e254 = invZ;\n invZ2_ = (_e253 * _e254);\n let _e256 = focalX;\n let _e257 = invZ;\n let _e259 = focalY;\n let _e260 = invZ;\n let _e262 = focalX;\n let _e265 = view[0u];\n let _e267 = invZ2_;\n let _e269 = focalY;\n let _e272 = view[1u];\n let _e274 = invZ2_;\n jacobian = mat3x2<f32>(vec2<f32>((_e256 * _e257), 0f), vec2<f32>(0f, (_e259 * _e260)), vec2<f32>(((-(_e262) * _e265) * _e267), ((-(_e269) * _e272) * _e274)));\n let _e281 = unnamed.uView;\n let _e283 = unnamed.uModel;\n let _e284 = (_e281 * _e283);\n rotation = mat3x3<f32>(_e284[0].xyz, _e284[1].xyz, _e284[2].xyz);\n let _e292 = rotation;\n let _e293 = sigma;\n let _e295 = rotation;\n world3_ = ((_e292 * _e293) * transpose(_e295));\n let _e298 = jacobian;\n let _e299 = world3_;\n let _e301 = jacobian;\n screen = ((_e298 * _e299) * transpose(_e301));\n let _e306 = screen[0][0u];\n screen[0][0u] = (_e306 + 0.3f);\n let _e312 = screen[1][1u];\n screen[1][1u] = (_e312 + 0.3f);\n let _e318 = screen[0][0u];\n a_1 = _e318;\n let _e321 = screen[0][1u];\n b_1 = _e321;\n let _e324 = screen[1][1u];\n d = _e324;\n let _e325 = a_1;\n let _e326 = d;\n mid = (0.5f * (_e325 + _e326));\n let _e329 = mid;\n let _e330 = mid;\n let _e332 = a_1;\n let _e333 = d;\n let _e335 = b_1;\n let _e336 = b_1;\n discriminant = sqrt(max(0.1f, ((_e329 * _e330) - ((_e332 * _e333) - (_e335 * _e336)))));\n let _e342 = mid;\n let _e343 = discriminant;\n lambda1_ = (_e342 + _e343);\n let _e345 = mid;\n let _e346 = discriminant;\n lambda2_ = (_e345 - _e346);\n let _e348 = lambda2_;\n if (_e348 <= 0f) {\n unnamed_1.gl_Position = vec4<f32>(2f, 2f, 2f, 1f);\n vCorner = vec2<f32>(0f, 0f);\n return;\n }\n let _e351 = b_1;\n let _e352 = lambda1_;\n let _e353 = a_1;\n major = normalize(vec2<f32>(_e351, (_e352 - _e353)));\n let _e358 = major[1u];\n let _e361 = major[0u];\n minor = vec2<f32>(-(_e358), _e361);\n let _e363 = lambda1_;\n radius1_ = min((2f * sqrt(_e363)), 512f);\n let _e367 = lambda2_;\n radius2_ = min((2f * sqrt(_e367)), 512f);\n offsets = array<vec2<f32>, 6>(vec2<f32>(-1f, -1f), vec2<f32>(1f, -1f), vec2<f32>(-1f, 1f), vec2<f32>(-1f, 1f), vec2<f32>(1f, -1f), vec2<f32>(1f, 1f));\n let _e371 = corner;\n let _e373 = offsets[_e371];\n unit = _e373;\n let _e374 = unit;\n vCorner = (_e374 * 2f);\n let _e377 = unit[0u];\n let _e378 = major;\n let _e380 = radius1_;\n let _e383 = unit[1u];\n let _e384 = minor;\n let _e386 = radius2_;\n offsetPx = (((_e378 * _e377) * _e380) + ((_e384 * _e383) * _e386));\n let _e389 = clip;\n let _e391 = offsetPx;\n let _e393 = unnamed.uViewport;\n let _e397 = clip[3u];\n let _e399 = (_e389.xy + (((_e391 / _e393) * 2f) * _e397));\n let _e401 = clip[2u];\n let _e403 = clip[3u];\n unnamed_1.gl_Position = vec4<f32>(_e399.x, _e399.y, _e401, _e403);\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32) -> VertexOutput {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n main_1();\n let _e8 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e8);\n let _e10 = unnamed_1.gl_Position;\n let _e11 = vCorner;\n let _e12 = vColor;\n return VertexOutput(_e10, _e11, _e12);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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package/dist/shaders/splat.d.ts
CHANGED
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@@ -22,4 +22,4 @@ export declare const SPLAT_VERT: string;
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* reads as a exposure problem rather than as a blend-mode one, and is the failure this plan most
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* expects.
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*/
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-
export declare const SPLAT_FRAG = "#version 300 es\nprecision highp float;\nprecision highp int;\n\n/** 0 none, 1 sRGB, 2 ACES then sRGB. See renderQuality.ts. */\nuniform int uOutputTransform;\n/** Scales the scene into the tone curve. 1 is the reference grade. See renderQuality.ts. */\nuniform float uOutputExposure;\n\n/*\n * ACES: the reference fit, not the cheap one.\n *\n * This was Narkowicz's single rational function, on the argument that the difference from\n * the reference curve is invisible next to the gain. That argument holds for a look and\n * fails for a *match*, which is what this option is for \u2014 aces exists so a world ported\n * from three.js reads the same, and three.js applies the full fit: into AP1 through\n * ACESInputMat, the RRT and ODT together, then back out through ACESOutputMat.\n *\n * The two curves are not a shade apart. Narkowicz is markedly brighter through the\n * midtones, which is exactly where an interior scene lives, and it is a large part of a\n * measured ~1.7x that survived correcting the colour space and the missing Lambert pi.\n * An approximation of a standard is the wrong thing to hold when the standard is the\n * specification.\n */\nvec3 rrtAndOdtFit(vec3 v) {\n vec3 a = v * (v + 0.0245786) - 0.000090537;\n vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;\n return a / b;\n}\n\nvec3 acesFilmic(vec3 x) {\n /*\n * Exposure first, because a tone curve is only defined relative to one.\n *\n * The reference RRT and ODT are graded for a dark cinema. Every renderer that ships ACES\n * scales its input to suit whatever it is actually shown on, and the factor each one\n * picks is a *look*, not a standard - so this engine takes no position and reads it from\n * the caller. Neutral by default, which is the reference grade unmodified. three.js's own\n * pick is 1 / 0.6, for a consumer matching one.\n */\n x *= uOutputExposure;\n // Columns, as GLSL reads them: sRGB -> XYZ -> D65_2_D60 -> AP1 -> RRT_SAT.\n const mat3 ACES_INPUT = mat3(\n 0.59719, 0.07600, 0.02840,\n 0.35458, 0.90834, 0.13383,\n 0.04823, 0.01566, 0.83777\n );\n // ODT_SAT -> XYZ -> D60_2_D65 -> sRGB.\n const mat3 ACES_OUTPUT = mat3(\n 1.60475, -0.10208, -0.00327,\n -0.53108, 1.10813, -0.07276,\n -0.07367, -0.00605, 1.07602\n );\n return clamp(ACES_OUTPUT * rrtAndOdtFit(ACES_INPUT * x), 0.0, 1.0);\n}\n\n/*\n * Linear to sRGB. The piecewise form rather than a plain pow: the linear toe near black\n * is where banding lives in an 8-bit buffer, and the cheap approximation puts it in the\n * wrong place.\n */\nvec3 linearToSrgb(vec3 c) {\n vec3 low = c * 12.92;\n vec3 high = 1.055 * pow(max(c, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;\n return mix(high, low, step(c, vec3(0.0031308)));\n}\n\nvec3 applyOutputTransform(vec3 c) {\n if (uOutputTransform == 0) return c;\n if (uOutputTransform == 2) c = acesFilmic(c);\n return linearToSrgb(c);\n}\n\n\nin vec2 vCorner;\nin vec4 vColor;\nout vec4 fragColor;\n\nvoid main() {\n /* The Gaussian, in units where the quad's corner is SIGMA_REACH standard deviations out. */\n float power = dot(vCorner, vCorner);\n float alpha = vColor.a * exp(-0.5 * power);\n\n /*\n * Below what an eight-bit frame resolves. Discarding rather than blending nothing saves the\n * read-modify-write on the tail of every splat, which on a fill-bound pass is most of them.\n */\n if (alpha < 0.00392156862745098) discard;\n\n vec3 colour = applyOutputTransform(vColor.rgb);\n fragColor = vec4(colour * alpha, alpha);\n}\n";
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25
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+
export declare const SPLAT_FRAG = "#version 300 es\nprecision highp float;\nprecision highp int;\n\n/** 0 none, 1 sRGB, 2 ACES then sRGB, 3 the highlight shoulder then sRGB. See renderQuality.ts. */\nuniform int uOutputTransform;\n/** Scales the scene into the tone curve. 1 is the reference grade. See renderQuality.ts. */\nuniform float uOutputExposure;\n\n/*\n * ACES: the reference fit, not the cheap one.\n *\n * This was Narkowicz's single rational function, on the argument that the difference from\n * the reference curve is invisible next to the gain. That argument holds for a look and\n * fails for a *match*, which is what this option is for \u2014 aces exists so a world ported\n * from three.js reads the same, and three.js applies the full fit: into AP1 through\n * ACESInputMat, the RRT and ODT together, then back out through ACESOutputMat.\n *\n * The two curves are not a shade apart. Narkowicz is markedly brighter through the\n * midtones, which is exactly where an interior scene lives, and it is a large part of a\n * measured ~1.7x that survived correcting the colour space and the missing Lambert pi.\n * An approximation of a standard is the wrong thing to hold when the standard is the\n * specification.\n */\nvec3 rrtAndOdtFit(vec3 v) {\n vec3 a = v * (v + 0.0245786) - 0.000090537;\n vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;\n return a / b;\n}\n\nvec3 acesFilmic(vec3 x) {\n /*\n * Exposure first, because a tone curve is only defined relative to one.\n *\n * The reference RRT and ODT are graded for a dark cinema. Every renderer that ships ACES\n * scales its input to suit whatever it is actually shown on, and the factor each one\n * picks is a *look*, not a standard - so this engine takes no position and reads it from\n * the caller. Neutral by default, which is the reference grade unmodified. three.js's own\n * pick is 1 / 0.6, for a consumer matching one.\n */\n x *= uOutputExposure;\n // Columns, as GLSL reads them: sRGB -> XYZ -> D65_2_D60 -> AP1 -> RRT_SAT.\n const mat3 ACES_INPUT = mat3(\n 0.59719, 0.07600, 0.02840,\n 0.35458, 0.90834, 0.13383,\n 0.04823, 0.01566, 0.83777\n );\n // ODT_SAT -> XYZ -> D60_2_D65 -> sRGB.\n const mat3 ACES_OUTPUT = mat3(\n 1.60475, -0.10208, -0.00327,\n -0.53108, 1.10813, -0.07276,\n -0.07367, -0.00605, 1.07602\n );\n return clamp(ACES_OUTPUT * rrtAndOdtFit(ACES_INPUT * x), 0.0, 1.0);\n}\n\n/*\n * Linear to sRGB. The piecewise form rather than a plain pow: the linear toe near black\n * is where banding lives in an 8-bit buffer, and the cheap approximation puts it in the\n * wrong place.\n */\nvec3 linearToSrgb(vec3 c) {\n vec3 low = c * 12.92;\n vec3 high = 1.055 * pow(max(c, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;\n return mix(high, low, step(c, vec3(0.0031308)));\n}\n\n\nvec3 highlightShoulder(vec3 c) {\n float m = max(c.r, max(c.g, c.b));\n if (m <= 0.8) return c;\n float e = m - 0.8;\n return c * ((0.8 + 0.2 * e / (e + 0.2)) / m);\n}\n\nvec3 applyOutputTransform(vec3 c) {\n if (uOutputTransform == 0) return c;\n if (uOutputTransform == 2) c = acesFilmic(c);\n if (uOutputTransform == 3) c = highlightShoulder(c * uOutputExposure);\n return linearToSrgb(c);\n}\n\n\nin vec2 vCorner;\nin vec4 vColor;\nout vec4 fragColor;\n\nvoid main() {\n /* The Gaussian, in units where the quad's corner is SIGMA_REACH standard deviations out. */\n float power = dot(vCorner, vCorner);\n float alpha = vColor.a * exp(-0.5 * power);\n\n /*\n * Below what an eight-bit frame resolves. Discarding rather than blending nothing saves the\n * read-modify-write on the tail of every splat, which on a fill-bound pass is most of them.\n */\n if (alpha < 0.00392156862745098) discard;\n\n vec3 colour = applyOutputTransform(vColor.rgb);\n fragColor = vec4(colour * alpha, alpha);\n}\n";
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package/dist/splatGl.js
CHANGED
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@@ -1,4 +1,5 @@
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1
1
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/** The WebGL2 half of the splat pass: two integer textures, one program, no vertex state at all. */
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2
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+
import { blendCovering } from '@driftengine/core';
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2
3
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import { SPLAT_STRIDE, checkSplatCapacity, splatRowSource, splatRows, splatTexels, } from './splatLayout.js';
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3
4
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import { SPLAT_FRAG, SPLAT_VERT } from './shaders/splat.js';
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5
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/** Texture units this pass borrows. High, so they cannot collide with the lit pass's sixteen. */
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@@ -158,8 +159,9 @@ export function drawWebgl2Splats(gl, splats, count) {
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158
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const depthMaskWas = gl.getParameter(gl.DEPTH_WRITEMASK);
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159
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gl.enable(gl.BLEND);
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160
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/* Premultiplied `over`, per the plan's decision 1: the fragment stage folds alpha in, so this
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161
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-
composes correctly onto a target that already holds opaque geometry.
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162
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-
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162
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+
composes correctly onto a target that already holds opaque geometry. A capture covers the
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163
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+
scene's surface by its alpha, so occlusion behind it does not darken it. */
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164
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+
blendCovering(gl, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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165
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gl.depthMask(false);
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gl.drawArrays(gl.TRIANGLES, 0, count * 6);
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gl.depthMask(depthMaskWas);
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package/dist/splatGpu.js
CHANGED
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@@ -1,5 +1,5 @@
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1
1
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/** The WebGPU half of the splat pass: the same two integer textures, one pipeline, no vertex state. */
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2
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-
import { DEPTH_COMPARE } from '@driftengine/core';
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2
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+
import { DEPTH_COMPARE, SCENE_ALPHA_COVERS } from '@driftengine/core';
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3
3
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import { SPLAT_BINDINGS, SPLAT_FRAG_WGSL, SPLAT_VERT_WGSL, } from './shaders/generated/splat.wgsl.js';
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4
4
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import { SPLAT_STRIDE, splatRowSource, splatRows, splatTexels } from './splatLayout.js';
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5
5
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/*
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@@ -117,10 +117,11 @@ export function createGpuSplats(device, format, depthFormat, samples, splats, la
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117
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targets: [
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118
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{
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119
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format,
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120
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-
/* Premultiplied `over`, matching the WebGL2 half exactly
|
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120
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+
/* Premultiplied `over`, matching the WebGL2 half exactly, and covering the scene's
|
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121
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+
surface by its alpha. */
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121
122
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blend: {
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122
123
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color: { srcFactor: 'one', dstFactor: 'one-minus-src-alpha', operation: 'add' },
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-
alpha:
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124
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+
alpha: SCENE_ALPHA_COVERS,
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125
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},
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125
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},
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],
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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|
2
2
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"name": "@driftengine/splats",
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3
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-
"version": "4.8.
|
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3
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+
"version": "4.8.3",
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4
4
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"description": "Gaussian splat captures: readers, an off-frame sort, and a pass that composes into the scene",
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5
5
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"license": "Apache-2.0",
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6
6
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"type": "module",
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@@ -27,7 +27,7 @@
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],
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|
28
28
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"sideEffects": false,
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|
"peerDependencies": {
|
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30
|
-
"@driftengine/core": "4.8.
|
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|
+
"@driftengine/core": "4.8.3"
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|
31
31
|
},
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|
32
32
|
"author": "Drift Technologies",
|
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33
33
|
"repository": {
|
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@@ -5,7 +5,7 @@
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5
5
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
|
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6
6
|
*/
|
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7
7
|
|
|
8
|
-
export const SPLAT_FRAG_WGSL = "struct Uniforms {\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vCorner_1: vec2<f32>;\nvar<private> vColor_1: vec4<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let
|
|
8
|
+
export const SPLAT_FRAG_WGSL = "struct Uniforms {\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vCorner_1: vec2<f32>;\nvar<private> vColor_1: vec4<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e61 = (*c_1)[0u];\n let _e63 = (*c_1)[1u];\n let _e65 = (*c_1)[2u];\n m = max(_e61, max(_e63, _e65));\n let _e68 = m;\n if (_e68 <= 0.8f) {\n let _e70 = (*c_1);\n return _e70;\n }\n let _e71 = m;\n e = (_e71 - 0.8f);\n let _e73 = (*c_1);\n let _e74 = e;\n let _e76 = e;\n let _e80 = m;\n return (_e73 * ((0.8f + ((0.2f * _e74) / (_e76 + 0.2f))) / _e80));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e62 = unnamed.uOutputTransform;\n if (_e62 == 0i) {\n let _e64 = (*c_2);\n return _e64;\n }\n let _e66 = unnamed.uOutputTransform;\n if (_e66 == 2i) {\n let _e68 = (*c_2);\n param_1 = _e68;\n let _e69 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e69;\n }\n let _e71 = unnamed.uOutputTransform;\n if (_e71 == 3i) {\n let _e73 = (*c_2);\n let _e75 = unnamed.uOutputExposure;\n param_2 = (_e73 * _e75);\n let _e77 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e77;\n }\n let _e78 = (*c_2);\n param_3 = _e78;\n let _e79 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e79;\n}\n\nfn main_1() {\n var power: f32;\n var alpha: f32;\n var colour: vec3<f32>;\n var param_4: vec3<f32>;\n\n let _e61 = vCorner_1;\n let _e62 = vCorner_1;\n power = dot(_e61, _e62);\n let _e65 = vColor_1[3u];\n let _e66 = power;\n alpha = (_e65 * exp((-0.5f * _e66)));\n let _e70 = alpha;\n if (_e70 < 0.003921569f) {\n discard;\n }\n let _e72 = vColor_1;\n param_4 = _e72.xyz;\n let _e74 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n colour = _e74;\n let _e75 = colour;\n let _e76 = alpha;\n let _e77 = (_e75 * _e76);\n let _e78 = alpha;\n fragColor = vec4<f32>(_e77.x, _e77.y, _e77.z, _e78);\n return;\n}\n\n@fragment \nfn main(@location(0) vCorner: vec2<f32>, @location(1) vColor: vec4<f32>) -> @location(0) vec4<f32> {\n vCorner_1 = vCorner;\n vColor_1 = vColor;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
|
|
9
9
|
|
|
10
10
|
export const SPLAT_VERT_WGSL = "struct Uniforms {\n uSplatCount: i32,\n uSplatStride: i32,\n uSplatTexels: i32,\n uView: mat4x4<f32>,\n uProjection: mat4x4<f32>,\n uViewport: vec2<f32>,\n uModel: mat4x4<f32>,\n uSplatCameraLocal: vec3<f32>,\n uSplatShDegree: i32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec2<f32>,\n @location(1) member_1: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(16) \nvar uSplatData_t: texture_2d<u32>;\nvar<private> gl_VertexIndex_1: i32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vCorner: vec2<f32>;\nvar<private> vColor: vec4<f32>;\n@group(0) @binding(18) \nvar uSplatOrder_t: texture_2d<u32>;\n@group(0) @binding(17) \nvar uSplatData_s: sampler;\n@group(0) @binding(19) \nvar uSplatOrder_s: sampler;\n\nfn unpackRgba8_u0028_u1_u003b(packed: ptr<function, u32>) -> vec4<f32> {\n let _e50 = (*packed);\n let _e53 = (*packed);\n let _e58 = (*packed);\n let _e63 = (*packed);\n return (vec4<f32>(f32((_e50 & 255u)), f32(((_e53 >> bitcast<u32>(8i)) & 255u)), f32(((_e58 >> bitcast<u32>(16i)) & 255u)), f32(((_e63 >> bitcast<u32>(24i)) & 255u))) / vec4(255f));\n}\n\nfn viewDependentColour_u0028_vu4_u003b_vf3_u003b(sh: ptr<function, vec4<u32>>, direction: ptr<function, vec3<f32>>) -> vec3<f32> {\n var scale: f32;\n var a: vec4<f32>;\n var param: u32;\n var b: vec4<f32>;\n var param_1: u32;\n var c: vec4<f32>;\n var param_2: u32;\n var c0_: vec3<f32>;\n var c1_: vec3<f32>;\n var c2_: vec3<f32>;\n\n let _e62 = (*sh)[3u];\n scale = bitcast<f32>(_e62);\n let _e64 = scale;\n if (_e64 == 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e67 = (*sh)[0u];\n param = _e67;\n let _e68 = unpackRgba8_u0028_u1_u003b((¶m));\n a = _e68;\n let _e70 = (*sh)[1u];\n param_1 = _e70;\n let _e71 = unpackRgba8_u0028_u1_u003b((¶m_1));\n b = _e71;\n let _e73 = (*sh)[2u];\n param_2 = _e73;\n let _e74 = unpackRgba8_u0028_u1_u003b((¶m_2));\n c = _e74;\n let _e76 = a[0u];\n let _e78 = a[1u];\n let _e80 = a[2u];\n let _e87 = scale;\n c0_ = ((((vec3<f32>(_e76, _e78, _e80) * 255f) - vec3(128f)) / vec3(127f)) * _e87);\n let _e90 = a[3u];\n let _e92 = b[0u];\n let _e94 = b[1u];\n let _e101 = scale;\n c1_ = ((((vec3<f32>(_e90, _e92, _e94) * 255f) - vec3(128f)) / vec3(127f)) * _e101);\n let _e104 = b[2u];\n let _e106 = b[3u];\n let _e108 = c[0u];\n let _e115 = scale;\n c2_ = ((((vec3<f32>(_e104, _e106, _e108) * 255f) - vec3(128f)) / vec3(127f)) * _e115);\n let _e118 = (*direction)[1u];\n let _e120 = c0_;\n let _e123 = (*direction)[2u];\n let _e124 = c1_;\n let _e128 = (*direction)[0u];\n let _e129 = c2_;\n return ((((_e120 * -(_e118)) + (_e124 * _e123)) - (_e129 * _e128)) * 0.48860252f);\n}\n\nfn fetchTexel_u0028_i1_u003b_i1_u003b(splat: ptr<function, i32>, which: ptr<function, i32>) -> vec4<u32> {\n var at: i32;\n var width: i32;\n\n let _e53 = (*splat);\n let _e55 = unnamed.uSplatTexels;\n let _e57 = (*which);\n at = ((_e53 * _e55) + _e57);\n let _e60 = unnamed.uSplatStride;\n let _e62 = unnamed.uSplatTexels;\n width = (_e60 * _e62);\n let _e64 = at;\n let _e65 = width;\n let _e73 = at;\n let _e74 = width;\n let _e77 = textureLoad(uSplatData_t, vec2<i32>((_e64 - (i32(floor((f32(_e64) / f32(_e65)))) * _e65)), (_e73 / _e74)), 0i);\n return _e77;\n}\n\nfn main_1() {\n var vertex: i32;\n var slot: i32;\n var corner: i32;\n var splat_1: i32;\n var texel0_: vec4<u32>;\n var param_3: i32;\n var param_4: i32;\n var texel1_: vec4<u32>;\n var param_5: i32;\n var param_6: i32;\n var centre: vec3<f32>;\n var param_7: u32;\n var direction_1: vec3<f32>;\n var param_8: i32;\n var param_9: i32;\n var param_10: vec4<u32>;\n var param_11: vec3<f32>;\n var c01_: vec2<f32>;\n var c23_: vec2<f32>;\n var c45_: vec2<f32>;\n var sigma: mat3x3<f32>;\n var world: vec4<f32>;\n var view: vec4<f32>;\n var clip: vec4<f32>;\n var focalX: f32;\n var focalY: f32;\n var invZ: f32;\n var invZ2_: f32;\n var jacobian: mat3x2<f32>;\n var rotation: mat3x3<f32>;\n var world3_: mat3x3<f32>;\n var screen: mat2x2<f32>;\n var a_1: f32;\n var b_1: f32;\n var d: f32;\n var mid: f32;\n var discriminant: f32;\n var lambda1_: f32;\n var lambda2_: f32;\n var major: vec2<f32>;\n var minor: vec2<f32>;\n var radius1_: f32;\n var radius2_: f32;\n var offsets: array<vec2<f32>, 6>;\n var unit: vec2<f32>;\n var offsetPx: vec2<f32>;\n var phi_358_: bool;\n var phi_369_: bool;\n\n let _e95 = gl_VertexIndex_1;\n vertex = _e95;\n let _e96 = vertex;\n slot = (_e96 / 6i);\n let _e98 = vertex;\n corner = (_e98 - (i32(floor((f32(_e98) / f32(6i)))) * 6i));\n let _e106 = slot;\n let _e108 = unnamed.uSplatCount;\n if (_e106 >= _e108) {\n unnamed_1.gl_Position = vec4<f32>(2f, 2f, 2f, 1f);\n vCorner = vec2<f32>(0f, 0f);\n vColor = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e111 = slot;\n let _e113 = unnamed.uSplatStride;\n let _e121 = slot;\n let _e123 = unnamed.uSplatStride;\n let _e126 = textureLoad(uSplatOrder_t, vec2<i32>((_e111 - (i32(floor((f32(_e111) / f32(_e113)))) * _e113)), (_e121 / _e123)), 0i);\n splat_1 = bitcast<i32>(_e126.x);\n let _e129 = splat_1;\n param_3 = _e129;\n param_4 = 0i;\n let _e130 = fetchTexel_u0028_i1_u003b_i1_u003b((¶m_3), (¶m_4));\n texel0_ = _e130;\n let _e131 = splat_1;\n param_5 = _e131;\n param_6 = 1i;\n let _e132 = fetchTexel_u0028_i1_u003b_i1_u003b((¶m_5), (¶m_6));\n texel1_ = _e132;\n let _e133 = texel0_;\n centre = bitcast<vec3<f32>>(_e133.xyz);\n let _e137 = texel0_[3u];\n param_7 = _e137;\n let _e138 = unpackRgba8_u0028_u1_u003b((¶m_7));\n vColor = _e138;\n let _e140 = unnamed.uSplatShDegree;\n if (_e140 > 0i) {\n let _e142 = centre;\n let _e144 = unnamed.uSplatCameraLocal;\n direction_1 = normalize((_e142 - _e144));\n let _e147 = vColor;\n let _e149 = splat_1;\n param_8 = _e149;\n param_9 = 2i;\n let _e150 = fetchTexel_u0028_i1_u003b_i1_u003b((¶m_8), (¶m_9));\n param_10 = _e150;\n let _e151 = direction_1;\n param_11 = _e151;\n let _e152 = viewDependentColour_u0028_vu4_u003b_vf3_u003b((¶m_10), (¶m_11));\n let _e154 = max((_e147.xyz + _e152), vec3<f32>(0f, 0f, 0f));\n let _e155 = vColor;\n vColor = vec4<f32>(_e154.x, _e154.y, _e154.z, _e155.w);\n }\n let _e162 = texel1_[0u];\n c01_ = unpack2x16float(_e162);\n let _e165 = texel1_[1u];\n c23_ = unpack2x16float(_e165);\n let _e168 = texel1_[2u];\n c45_ = unpack2x16float(_e168);\n let _e171 = c01_[0u];\n let _e173 = c01_[1u];\n let _e175 = c23_[0u];\n let _e177 = c01_[1u];\n let _e179 = c23_[1u];\n let _e181 = c45_[0u];\n let _e183 = c23_[0u];\n let _e185 = c45_[0u];\n let _e187 = c45_[1u];\n sigma = mat3x3<f32>(vec3<f32>(_e171, _e173, _e175), vec3<f32>(_e177, _e179, _e181), vec3<f32>(_e183, _e185, _e187));\n let _e193 = unnamed.uModel;\n let _e194 = centre;\n world = (_e193 * vec4<f32>(_e194.x, _e194.y, _e194.z, 1f));\n let _e201 = unnamed.uView;\n let _e202 = world;\n view = (_e201 * _e202);\n let _e205 = unnamed.uProjection;\n let _e206 = view;\n clip = (_e205 * _e206);\n let _e209 = view[2u];\n let _e210 = (_e209 > -0.01f);\n phi_358_ = _e210;\n if !(_e210) {\n let _e213 = clip[0u];\n let _e216 = clip[3u];\n phi_358_ = (abs(_e213) > (_e216 * 1.3f));\n }\n let _e220 = phi_358_;\n phi_369_ = _e220;\n if !(_e220) {\n let _e223 = clip[1u];\n let _e226 = clip[3u];\n phi_369_ = (abs(_e223) > (_e226 * 1.3f));\n }\n let _e230 = phi_369_;\n if _e230 {\n unnamed_1.gl_Position = vec4<f32>(2f, 2f, 2f, 1f);\n vCorner = vec2<f32>(0f, 0f);\n return;\n }\n let _e235 = unnamed.uProjection[0][0u];\n let _e238 = unnamed.uViewport[0u];\n focalX = ((_e235 * _e238) * 0.5f);\n let _e244 = unnamed.uProjection[1][1u];\n let _e247 = unnamed.uViewport[1u];\n focalY = ((_e244 * _e247) * 0.5f);\n let _e251 = view[2u];\n invZ = (1f / _e251);\n let _e253 = invZ;\n let _e254 = invZ;\n invZ2_ = (_e253 * _e254);\n let _e256 = focalX;\n let _e257 = invZ;\n let _e259 = focalY;\n let _e260 = invZ;\n let _e262 = focalX;\n let _e265 = view[0u];\n let _e267 = invZ2_;\n let _e269 = focalY;\n let _e272 = view[1u];\n let _e274 = invZ2_;\n jacobian = mat3x2<f32>(vec2<f32>((_e256 * _e257), 0f), vec2<f32>(0f, (_e259 * _e260)), vec2<f32>(((-(_e262) * _e265) * _e267), ((-(_e269) * _e272) * _e274)));\n let _e281 = unnamed.uView;\n let _e283 = unnamed.uModel;\n let _e284 = (_e281 * _e283);\n rotation = mat3x3<f32>(_e284[0].xyz, _e284[1].xyz, _e284[2].xyz);\n let _e292 = rotation;\n let _e293 = sigma;\n let _e295 = rotation;\n world3_ = ((_e292 * _e293) * transpose(_e295));\n let _e298 = jacobian;\n let _e299 = world3_;\n let _e301 = jacobian;\n screen = ((_e298 * _e299) * transpose(_e301));\n let _e306 = screen[0][0u];\n screen[0][0u] = (_e306 + 0.3f);\n let _e312 = screen[1][1u];\n screen[1][1u] = (_e312 + 0.3f);\n let _e318 = screen[0][0u];\n a_1 = _e318;\n let _e321 = screen[0][1u];\n b_1 = _e321;\n let _e324 = screen[1][1u];\n d = _e324;\n let _e325 = a_1;\n let _e326 = d;\n mid = (0.5f * (_e325 + _e326));\n let _e329 = mid;\n let _e330 = mid;\n let _e332 = a_1;\n let _e333 = d;\n let _e335 = b_1;\n let _e336 = b_1;\n discriminant = sqrt(max(0.1f, ((_e329 * _e330) - ((_e332 * _e333) - (_e335 * _e336)))));\n let _e342 = mid;\n let _e343 = discriminant;\n lambda1_ = (_e342 + _e343);\n let _e345 = mid;\n let _e346 = discriminant;\n lambda2_ = (_e345 - _e346);\n let _e348 = lambda2_;\n if (_e348 <= 0f) {\n unnamed_1.gl_Position = vec4<f32>(2f, 2f, 2f, 1f);\n vCorner = vec2<f32>(0f, 0f);\n return;\n }\n let _e351 = b_1;\n let _e352 = lambda1_;\n let _e353 = a_1;\n major = normalize(vec2<f32>(_e351, (_e352 - _e353)));\n let _e358 = major[1u];\n let _e361 = major[0u];\n minor = vec2<f32>(-(_e358), _e361);\n let _e363 = lambda1_;\n radius1_ = min((2f * sqrt(_e363)), 512f);\n let _e367 = lambda2_;\n radius2_ = min((2f * sqrt(_e367)), 512f);\n offsets = array<vec2<f32>, 6>(vec2<f32>(-1f, -1f), vec2<f32>(1f, -1f), vec2<f32>(-1f, 1f), vec2<f32>(-1f, 1f), vec2<f32>(1f, -1f), vec2<f32>(1f, 1f));\n let _e371 = corner;\n let _e373 = offsets[_e371];\n unit = _e373;\n let _e374 = unit;\n vCorner = (_e374 * 2f);\n let _e377 = unit[0u];\n let _e378 = major;\n let _e380 = radius1_;\n let _e383 = unit[1u];\n let _e384 = minor;\n let _e386 = radius2_;\n offsetPx = (((_e378 * _e377) * _e380) + ((_e384 * _e383) * _e386));\n let _e389 = clip;\n let _e391 = offsetPx;\n let _e393 = unnamed.uViewport;\n let _e397 = clip[3u];\n let _e399 = (_e389.xy + (((_e391 / _e393) * 2f) * _e397));\n let _e401 = clip[2u];\n let _e403 = clip[3u];\n unnamed_1.gl_Position = vec4<f32>(_e399.x, _e399.y, _e401, _e403);\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32) -> VertexOutput {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n main_1();\n let _e8 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e8);\n let _e10 = unnamed_1.gl_Position;\n let _e11 = vCorner;\n let _e12 = vColor;\n return VertexOutput(_e10, _e11, _e12);\n}\n";
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11
11
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package/src/splatGl.ts
CHANGED
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@@ -1,5 +1,7 @@
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1
1
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/** The WebGL2 half of the splat pass: two integer textures, one program, no vertex state at all. */
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2
2
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3
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+
import { blendCovering } from '@driftengine/core';
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4
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+
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3
5
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import {
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4
6
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SPLAT_STRIDE,
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5
7
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checkSplatCapacity,
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@@ -242,8 +244,9 @@ export function drawWebgl2Splats(
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242
244
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const depthMaskWas = gl.getParameter(gl.DEPTH_WRITEMASK) as boolean;
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243
245
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gl.enable(gl.BLEND);
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244
246
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/* Premultiplied `over`, per the plan's decision 1: the fragment stage folds alpha in, so this
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245
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-
composes correctly onto a target that already holds opaque geometry.
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246
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-
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247
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+
composes correctly onto a target that already holds opaque geometry. A capture covers the
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248
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+
scene's surface by its alpha, so occlusion behind it does not darken it. */
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249
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+
blendCovering(gl, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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247
250
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gl.depthMask(false);
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248
251
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249
252
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gl.drawArrays(gl.TRIANGLES, 0, count * 6);
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package/src/splatGpu.ts
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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/** The WebGPU half of the splat pass: the same two integer textures, one pipeline, no vertex state. */
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2
2
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3
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-
import { DEPTH_COMPARE } from '@driftengine/core';
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3
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+
import { DEPTH_COMPARE, SCENE_ALPHA_COVERS } from '@driftengine/core';
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4
4
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5
5
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import {
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6
6
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SPLAT_BINDINGS,
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@@ -172,10 +172,11 @@ export function createGpuSplats(
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172
172
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targets: [
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173
173
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{
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174
174
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format,
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175
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-
/* Premultiplied `over`, matching the WebGL2 half exactly
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175
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+
/* Premultiplied `over`, matching the WebGL2 half exactly, and covering the scene's
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176
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+
surface by its alpha. */
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176
177
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blend: {
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177
178
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color: { srcFactor: 'one', dstFactor: 'one-minus-src-alpha', operation: 'add' },
|
|
178
|
-
alpha:
|
|
179
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+
alpha: SCENE_ALPHA_COVERS,
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179
180
|
},
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|
180
181
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},
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181
182
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],
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