Search across packages, versions, files, declarations, and comments. Use multiple terms to narrow results (AND), and add @vertex, @fragment, or @compute to filter by shader stage.

Bindings

view

#

globals

#

previous_view_uniforms

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
@group(0)
@binding(2)
var<uniform> previous_view_uniforms: PreviousViewUniforms

visibility_ranges

#
@group(0)
@binding(14)
var<storage> visibility_ranges: array<vec4<f32>>

gaussian_uniforms

#

points

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PACKED_F32 AND READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read_write> points: array<Gaussian>
Active when
GAUSSIAN_3D_STRUCTURE AND PACKED_F32 AND !READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read> points: array<Gaussian>

rhs_points

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PACKED_F32 AND BINARY_GAUSSIAN_OP AND READ_WRITE_POINTS
@group(3)
@binding(0)
var<storage, read_write> rhs_points: array<Gaussian>
Active when
GAUSSIAN_3D_STRUCTURE AND PACKED_F32 AND BINARY_GAUSSIAN_OP AND !READ_WRITE_POINTS
@group(3)
@binding(0)
var<storage, read> rhs_points: array<Gaussian>

out_points

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PACKED_F32 AND BINARY_GAUSSIAN_OP
@group(4)
@binding(0)
var<storage, read_write> out_points: array<Gaussian>

position_visibility

#
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read_write> position_visibility: array<vec4<f32>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND !READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read> position_visibility: array<vec4<f32>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read_write> position_visibility: array<vec4<f32>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND !READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read> position_visibility: array<vec4<f32>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_TEXTURE_F16
@group(2)
@binding(0)
var position_visibility: texture_2d<f32>
Active when
PLANAR_TEXTURE_F32
@group(2)
@binding(0)
var position_visibility: texture_2d<f32>
Active when
PLANAR_F32 AND READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read_write> position_visibility: array<vec4<f32>>
Active when
PLANAR_F32 AND !READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read> position_visibility: array<vec4<f32>>

spherical_harmonics

#
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32
@group(2)
@binding(1)
var<storage, read> spherical_harmonics: array<array<f32, #{SH_COEFF_COUNT}>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16
@group(2)
@binding(1)
var<storage, read> spherical_harmonics: array<array<u32, #{HALF_SH_COEFF_COUNT}>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_TEXTURE_F16
@group(2)
@binding(1)
var spherical_harmonics: texture_2d<u32>
Active when
GAUSSIAN_3D_STRUCTURE AND !PLANAR_TEXTURE_F16
@group(2)
@binding(1)
var spherical_harmonics: texture_2d_array<u32>
Active when
PLANAR_TEXTURE_F32
@group(2)
@binding(1)
var spherical_harmonics: texture_2d<f32>
Active when
!PLANAR_TEXTURE_F32
@group(2)
@binding(1)
var spherical_harmonics: texture_2d_array<f32>

rhs_position_visibility

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP AND READ_WRITE_POINTS
@group(3)
@binding(0)
var<storage, read_write> rhs_position_visibility: array<vec4<f32>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP AND !READ_WRITE_POINTS
@group(3)
@binding(0)
var<storage, read> rhs_position_visibility: array<vec4<f32>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND BINARY_GAUSSIAN_OP AND READ_WRITE_POINTS
@group(3)
@binding(0)
var<storage, read_write> rhs_position_visibility: array<vec4<f32>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND BINARY_GAUSSIAN_OP AND !READ_WRITE_POINTS
@group(3)
@binding(0)
var<storage, read> rhs_position_visibility: array<vec4<f32>>
Active when
GAUSSIAN_3D_STRUCTURE AND BINARY_GAUSSIAN_OP
@group(3)
@binding(0)
var rhs_position_visibility: texture_2d<f32>
Active when
BINARY_GAUSSIAN_OP
@group(3)
@binding(0)
var rhs_position_visibility: texture_2d<f32>
Active when
PLANAR_F32 AND BINARY_GAUSSIAN_OP
@group(3)
@binding(0)
var<storage, read> rhs_position_visibility: array<vec4<f32>>

rhs_spherical_harmonics

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP
@group(3)
@binding(1)
var<storage, read> rhs_spherical_harmonics: array<array<f32, #{SH_COEFF_COUNT}>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND BINARY_GAUSSIAN_OP
@group(3)
@binding(1)
var<storage, read> rhs_spherical_harmonics: array<array<u32, #{HALF_SH_COEFF_COUNT}>>
Active when
GAUSSIAN_3D_STRUCTURE AND BINARY_GAUSSIAN_OP
@group(3)
@binding(1)
var rhs_spherical_harmonics: texture_2d<u32>
Active when
GAUSSIAN_3D_STRUCTURE AND !BINARY_GAUSSIAN_OP
@group(3)
@binding(1)
var rhs_spherical_harmonics: texture_2d_array<u32>
Active when
BINARY_GAUSSIAN_OP
@group(3)
@binding(1)
var rhs_spherical_harmonics: texture_2d<f32>
Active when
!BINARY_GAUSSIAN_OP
@group(3)
@binding(1)
var rhs_spherical_harmonics: texture_2d_array<f32>

rhs_covariance_3d_opacity

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP AND PRECOMPUTE_COVARIANCE_3D
@group(3)
@binding(2)
var<storage, read> rhs_covariance_3d_opacity: array<array<f32, 8>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND BINARY_GAUSSIAN_OP AND PRECOMPUTE_COVARIANCE_3D
@group(3)
@binding(2)
var<storage, read> rhs_covariance_3d_opacity: array<vec4<u32>>
Active when
GAUSSIAN_3D_STRUCTURE AND PRECOMPUTE_COVARIANCE_3D
@group(3)
@binding(2)
var rhs_covariance_3d_opacity: texture_2d<u32>

rhs_rotation

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP AND !PRECOMPUTE_COVARIANCE_3D
@group(3)
@binding(2)
var<storage, read> rhs_rotation: array<vec4<f32>>

rhs_scale_opacity

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP AND !PRECOMPUTE_COVARIANCE_3D
@group(3)
@binding(3)
var<storage, read> rhs_scale_opacity: array<vec4<f32>>
Active when
PLANAR_F32 AND BINARY_GAUSSIAN_OP
@group(3)
@binding(3)
var<storage, read> rhs_scale_opacity: array<vec4<f32>>

out_position_visibility

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP
@group(4)
@binding(0)
var<storage, read_write> out_position_visibility: array<vec4<f32>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND BINARY_GAUSSIAN_OP
@group(4)
@binding(0)
var<storage, read_write> out_position_visibility: array<vec4<f32>>

out_spherical_harmonics

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP
@group(4)
@binding(1)
var<storage, read_write> out_spherical_harmonics: array<array<f32, #{SH_COEFF_COUNT}>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND BINARY_GAUSSIAN_OP
@group(4)
@binding(1)
var<storage, read_write> out_spherical_harmonics: array<array<u32, #{HALF_SH_COEFF_COUNT}>>

out_covariance_3d_opacity

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP AND PRECOMPUTE_COVARIANCE_3D
@group(4)
@binding(2)
var<storage, read_write> out_covariance_3d_opacity: array<array<f32, 8>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND BINARY_GAUSSIAN_OP AND PRECOMPUTE_COVARIANCE_3D
@group(4)
@binding(2)
var<storage, read_write> out_covariance_3d_opacity: array<vec4<u32>>

out_rotation

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP AND !PRECOMPUTE_COVARIANCE_3D
@group(4)
@binding(2)
var<storage, read_write> out_rotation: array<vec4<f32>>

out_scale_opacity

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND BINARY_GAUSSIAN_OP AND !PRECOMPUTE_COVARIANCE_3D
@group(4)
@binding(3)
var<storage, read_write> out_scale_opacity: array<vec4<f32>>

covariance_3d_opacity

#
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var<storage, read> covariance_3d_opacity: array<array<f32, 8>>
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var<storage, read> covariance_3d_opacity: array<vec4<u32>>
Active when
GAUSSIAN_3D_STRUCTURE AND PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var covariance_3d_opacity: texture_2d<u32>

rotation

#
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND !PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var<storage, read> rotation: array<vec4<f32>>

scale_opacity

#
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F32 AND !PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(3)
var<storage, read> scale_opacity: array<vec4<f32>>
Active when
PLANAR_F32
@group(2)
@binding(3)
var<storage, read> scale_opacity: array<vec4<f32>>

rhs_rotation_scale_opacity

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND BINARY_GAUSSIAN_OP AND !PRECOMPUTE_COVARIANCE_3D
@group(3)
@binding(2)
var<storage, read> rhs_rotation_scale_opacity: array<vec4<u32>>
Active when
GAUSSIAN_3D_STRUCTURE AND !PRECOMPUTE_COVARIANCE_3D
@group(3)
@binding(2)
var rhs_rotation_scale_opacity: texture_2d<u32>
@group(3)
@binding(2)
var rhs_rotation_scale_opacity: texture_2d<f32>

out_rotation_scale_opacity

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND BINARY_GAUSSIAN_OP AND !PRECOMPUTE_COVARIANCE_3D
@group(4)
@binding(2)
var<storage, read_write> out_rotation_scale_opacity: array<vec4<u32>>

rotation_scale_opacity

#
Active when
GAUSSIAN_3D_STRUCTURE AND PLANAR_F16 AND !PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var<storage, read> rotation_scale_opacity: array<vec4<u32>>
Active when
GAUSSIAN_3D_STRUCTURE AND !PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var rotation_scale_opacity: texture_2d<u32>
@group(2)
@binding(2)
var rotation_scale_opacity: texture_2d<f32>

spherindrical_harmonics

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
PLANAR_F32
@group(2)
@binding(1)
var<storage, read> spherindrical_harmonics: array<array<f32, #{SH_4D_COEFF_COUNT}>>

isotropic_rotations

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
PLANAR_F32
@group(2)
@binding(2)
var<storage, read> isotropic_rotations: array<array<f32, 8>>

timestamp_timescale

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
PLANAR_F32
@group(2)
@binding(4)
var<storage, read> timestamp_timescale: array<vec4<f32>>

rhs_spherindrical_harmonics

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
PLANAR_F32 AND BINARY_GAUSSIAN_OP
@group(3)
@binding(1)
var<storage, read> rhs_spherindrical_harmonics: array<array<f32, #{SH_4D_COEFF_COUNT}>>

rhs_isotropic_rotations

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
PLANAR_F32 AND BINARY_GAUSSIAN_OP
@group(3)
@binding(2)
var<storage, read> rhs_isotropic_rotations: array<array<f32, 8>>

rhs_timestamp_timescale

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
Active when
PLANAR_F32 AND BINARY_GAUSSIAN_OP
@group(3)
@binding(4)
var<storage, read> rhs_timestamp_timescale: array<vec4<f32>>

Structures

GaussianUniforms

#
struct GaussianUniforms {
transform: mat4x4<f32>,
global_opacity: f32,
global_scale: f32,
count: u32,
count_root_ceil: u32,
time: f32,
time_start: f32,
time_stop: f32,
num_classes: u32,
min: vec4<f32>,
max: vec4<f32>,
}

Gaussian

#
struct Gaussian {
@location(0)
rotation: vec4<f32>, GAUSSIAN_3D_STRUCTURE AND PACKED_F32
@location(1)
position_visibility: vec4<f32>, GAUSSIAN_3D_STRUCTURE AND PACKED_F32
@location(2)
scale_opacity: vec4<f32>, GAUSSIAN_3D_STRUCTURE AND PACKED_F32
sh: array<f32, #{SH_COEFF_COUNT}>, GAUSSIAN_3D_STRUCTURE AND PACKED_F32
}

DrawIndirect

#
Used by 1 shader in bevy_gaussian_splatting 6.0.0
struct DrawIndirect {
vertex_count: u32,
instance_count: atomic<u32>,
base_vertex: u32,
base_instance: u32,
}

Entry

#
struct Entry {
key: u32,
value: u32,
}
Contents