@jdultra/threedtiles 14.0.3 → 14.0.4

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@@ -9113,7 +9113,7 @@ class zn extends OQ {
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  a.texture.type = kg, a.texture.format = Ng, a.texture.internalFormat = "RGBA32UI", A.initRenderTarget(a);
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  const i = new uB(1024, 1024, 1, { magFilter: gg, minFilter: gg, anisotropy: 0, type: kg, format: Ng, depthBuffer: !1, resolveDepthBuffer: !1 });
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  i.texture.type = kg, i.texture.format = Ng, i.texture.internalFormat = "RGBA32UI", A.initRenderTarget(i);
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- const t = new cQ({ glslVersion: hQ, uniforms: { textureSize: { value: 1024 }, numSlices: { value: 1 }, covarianceTexture: { value: i.texture }, positionColorTexture: { value: a.texture }, zUpToYUpMatrix3x3: { value: Ue }, sizeMultiplier: { value: 1 }, cropRadius: { value: Number.MAX_VALUE }, viewportPixelSize: { value: new sC() }, k: { value: 2 }, beta_k: { value: 2 }, minSplatPixelSize: { value: 0 }, minOpacity: { value: 0.01 }, culling: { value: !1 }, antialiasingFactor: { value: 2 } }, vertexShader: Xn(), fragmentShader: I || Zn(), transparent: !0, side: UB, depthTest: !1, depthWrite: !1, blending: Mi }), e = new YC(), o = new Float32Array([-0.5, 0.5, 0, 0.5, 0.5, 0, -0.5, -0.5, 0, 0.5, -0.5, 0]);
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+ const t = new cQ({ glslVersion: hQ, uniforms: { textureSize: { value: 1024 }, numSlices: { value: 1 }, covarianceTexture: { value: i.texture }, positionColorTexture: { value: a.texture }, zUpToYUpMatrix3x3: { value: Ue }, sizeMultiplier: { value: 1 }, cropRadius: { value: Number.MAX_VALUE }, viewportPixelSize: { value: new sC() }, k: { value: 2 }, beta_k: { value: 2 }, minSplatPixelSize: { value: 0 }, minOpacity: { value: 0.01 }, culling: { value: !1 }, antialiasingFactor: { value: 2 } }, vertexShader: Xn(), fragmentShader: I || Zn(), transparent: !0, side: UB, depthTest: !0, depthWrite: !1, blending: Mi }), e = new YC(), o = new Float32Array([-0.5, 0.5, 0, 0.5, 0.5, 0, -0.5, -0.5, 0, 0.5, -0.5, 0]);
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  e.setIndex([0, 2, 1, 2, 3, 1]), e.setAttribute("position", new aI(o, 3));
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  const s = new Uint32Array(E), n = new vQ(s, 1, !1);
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  n.needsUpdate = !0, n.setUsage(HC), e.setAttribute("order", n), e.instanceCount = 0, super(e, t), this.matrixAutoUpdate = !1, this.numBatches = 0, this.numVisibleBatches = 0, this.orderAttribute = n, this.textureSize = 1024, this.numTextures = 1, this.batchSize = C, this.maxSplats = E, this.numSplatsRendered = 0, this.positionColorRenderTarget = a, this.covarianceRenderTarget = i, this.renderer = A, this.sortID = 0, this.freeAddresses = new tB();
@@ -9303,7 +9303,6 @@ void getVertexData(out vec3 position, out mat3 covariance) {
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  highp uint uOrder = order; // Use a local uint copy
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- // It's good practice to ensure textureSize is treated as uint for these calcs
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  uint uTextureSize = uint(textureSize); // textureSize uniform is float
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  uint uPixelsPerSlice = uTextureSize * uTextureSize;
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@@ -9454,11 +9453,8 @@ void main() {
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  gl_Position = outPosition;
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  viewZW = outPosition.zw;
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- /* if(computeLinearDepth){
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- orthographicDepth = viewZToOrthographicDepth( -gl_Position.w, cameraNear, cameraFar );
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- } */
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- #if defined( USE_LOGDEPTHBUF )
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+ #if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
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  float isPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
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  splatDepth = isPerspective == 0.0 ? splatPositionProjected.z : log2( 1.0 + splatPositionProjected.w ) * logDepthBufFC * 0.5;
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  #else
@@ -9497,7 +9493,6 @@ void main() {
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  float alpha = color.w * exp(-beta_k * rk);
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  fragColor = vec4(pow(color.xyz,vec3(1.0/2.2)), alpha);
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-
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  gl_FragDepth = splatDepth;
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  }`;