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Bindings

sorted_entries

#
Active when
BUFFER_STORAGE
@group(3)
@binding(0)
var<storage, read> sorted_entries: array<Entry>
Active when
!BUFFER_STORAGE
@group(3)
@binding(0)
var sorted_entries: texture_2d<u32>

Structures

GaussianVertexOutput

#
struct GaussianVertexOutput {
@builtin(position)
position: vec4<f32>, WEBGL2
@location(0)
color: vec4<f32>, WEBGL2
@location(1)
uv: vec2<f32>, WEBGL2
@location(2)
local_to_pixel_u: vec3<f32>, WEBGL2 AND GAUSSIAN_2D
@location(3)
local_to_pixel_v: vec3<f32>, WEBGL2 AND GAUSSIAN_2D
@location(4)
local_to_pixel_w: vec3<f32>, WEBGL2 AND GAUSSIAN_2D
@location(5)
mean_2d: vec2<f32>, WEBGL2 AND GAUSSIAN_2D
@location(6)
radius: vec2<f32>, WEBGL2 AND GAUSSIAN_2D
@location(2)
conic: vec3<f32>, WEBGL2 AND !GAUSSIAN_2D
@location(3)
major_minor: vec2<f32>, WEBGL2 AND !GAUSSIAN_2D
@location(2)
conic: vec3<f32>, WEBGL2 AND !GAUSSIAN_2D
@location(3)
major_minor: vec2<f32>, WEBGL2 AND !GAUSSIAN_2D
}
struct GaussianVertexOutput {
@builtin(position)
position: vec4<f32>, !WEBGL2
@location(0)
@interpolate(flat)
color: vec4<f32>, !WEBGL2
@location(1)
@interpolate(linear)
uv: vec2<f32>, !WEBGL2
@location(2)
@interpolate(flat)
local_to_pixel_u: vec3<f32>, !WEBGL2 AND GAUSSIAN_2D
@location(3)
@interpolate(flat)
local_to_pixel_v: vec3<f32>, !WEBGL2 AND GAUSSIAN_2D
@location(4)
@interpolate(flat)
local_to_pixel_w: vec3<f32>, !WEBGL2 AND GAUSSIAN_2D
@location(5)
@interpolate(flat)
mean_2d: vec2<f32>, !WEBGL2 AND GAUSSIAN_2D
@location(6)
@interpolate(flat)
radius: vec2<f32>, !WEBGL2 AND GAUSSIAN_2D
@location(2)
@interpolate(flat)
conic: vec3<f32>, !WEBGL2 AND !GAUSSIAN_2D
@location(3)
@interpolate(linear)
major_minor: vec2<f32>, !WEBGL2 AND !GAUSSIAN_2D
@location(2)
@interpolate(flat)
conic: vec3<f32>, !WEBGL2 AND !GAUSSIAN_2D
@location(3)
@interpolate(linear)
major_minor: vec2<f32>, !WEBGL2 AND !GAUSSIAN_2D
}

Functions

get_entry

#
Active when
BUFFER_STORAGE
fn get_entry (
index: u32
) -> Entry
Active when
!BUFFER_STORAGE
fn get_entry (
index: u32
) -> Entry

world_to_local_direction

#
fn world_to_local_direction (
ray_direction_world: vec3<f32>,
transform: mat4x4<f32>
) -> vec3<f32>

vs_points

#
@vertex
Processes each 3D point in a model before it's drawn
fn vs_points (
@builtin(instance_index)
instance_index: u32,
@builtin(vertex_index)
vertex_index: u32
) -> GaussianVertexOutput

fs_main

#
@fragment
Calculates the final color of each pixel on the screen
fn fs_main ( ) ->
@location(0)
vec4<f32>
Contents