1#define_import_path bevy_gaussian_splatting::helpers 3#import bevy_gaussian_splatting::bindings::{ 9fn intrinsic_matrix() -> mat3x4<f32> { 10 let focal = vec2<f32>( 11 view.clip_from_view.x.x * view.viewport.z / 2.0, 12 view.clip_from_view.y.y * view.viewport.w / 2.0, 16 vec4<f32>(focal.x, 0.0, 0.0, (view.viewport.z - 1.0) / 2.0), 17 vec4<f32>(0.0, focal.y, 0.0, (view.viewport.w - 1.0) / 2.0), 18 vec4<f32>(0.0, 0.0, 0.0, 1.0) 25fn get_rotation_matrix( 34 1.0 - 2.0 * (y * y + z * z), 35 2.0 * (x * y - r * z), 36 2.0 * (x * z + r * y), 38 2.0 * (x * y + r * z), 39 1.0 - 2.0 * (x * x + z * z), 40 2.0 * (y * z - r * x), 42 2.0 * (x * z - r * y), 43 2.0 * (y * z + r * x), 44 1.0 - 2.0 * (x * x + y * y), 53 scale.x * gaussian_uniforms.global_scale, 0.0, 0.0, 54 0.0, scale.y * gaussian_uniforms.global_scale, 0.0, 55 0.0, 0.0, scale.z * gaussian_uniforms.global_scale,