Advanced search tips: use spaces to require multiple terms (AND), | for alternatives (OR), wrap phrases in quotes (="a b"), =term for exact match, 'term to include, !term to exclude, ^term to match prefix, !^term to exclude prefix, .ext$ to match suffix, and !.ext$ to exclude suffix.

packed.wgsl

Import path

Functions

gaussian_position

#

Shader defs requirments:

🟢 PACKED_F32

fn gaussian_position (
point: Gaussian
) -> vec3<f32>

gaussian_color

#

Shader defs requirments:

🟢 PACKED_F32

fn gaussian_color (
point: Gaussian
ray_direction: vec3<f32>
) -> vec3<f32>

gaussian_spherical_harmonics

#

Shader defs requirments:

🟢 PACKED_F32

fn gaussian_spherical_harmonics (
point: Gaussian
) -> array

gaussian_rotation

#

Shader defs requirments:

🟢 PACKED_F32

fn gaussian_rotation (
point: Gaussian
) -> vec4<f32>

gaussian_scale

#

Shader defs requirments:

🟢 PACKED_F32

fn gaussian_scale (
point: Gaussian
) -> vec3<f32>

gaussian_opacity

#

Shader defs requirments:

🟢 PACKED_F32

fn gaussian_opacity (
point: Gaussian
) -> f32

gaussian_visibility

#

Shader defs requirments:

🟢 PACKED_F32

fn gaussian_visibility (
point: Gaussian
) -> f32

get_position

#

Shader defs requirments:

🟢 PACKED_F32

fn get_position (
index: u32
) -> vec3<f32>

get_color

#

Shader defs requirments:

🟢 PACKED_F32

fn get_color (
index: u32
ray_direction: vec3<f32>
) -> vec3<f32>

get_spherical_harmonics

#

Shader defs requirments:

🟢 PACKED_F32

fn get_spherical_harmonics (
index: u32
) -> array

get_rotation

#

Shader defs requirments:

🟢 PACKED_F32

fn get_rotation (
index: u32
) -> vec4<f32>

get_scale

#

Shader defs requirments:

🟢 PACKED_F32

fn get_scale (
index: u32
) -> vec3<f32>

get_opacity

#

Shader defs requirments:

🟢 PACKED_F32

fn get_opacity (
index: u32
) -> f32

get_visibility

#

Shader defs requirments:

🟢 PACKED_F32

fn get_visibility (
index: u32
) -> f32

get_rhs_position

#

Shader defs requirments:

🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_position (
index: u32
) -> vec3<f32>

get_rhs_color

#

Shader defs requirments:

🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_color (
index: u32
ray_direction: vec3<f32>
) -> vec3<f32>

get_rhs_spherical_harmonics

#

Shader defs requirments:

🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_spherical_harmonics (
index: u32
) -> array

get_rhs_rotation

#

Shader defs requirments:

🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_rotation (
index: u32
) -> vec4<f32>

get_rhs_scale

#

Shader defs requirments:

🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_scale (
index: u32
) -> vec3<f32>

get_rhs_opacity

#

Shader defs requirments:

🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_opacity (
index: u32
) -> f32

get_rhs_visibility

#

Shader defs requirments:

🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_visibility (
index: u32
) -> f32

set_output_position_visibility

#

Shader defs requirments:

🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

fn set_output_position_visibility (
index: u32
position: vec3<f32>
visibility: f32
)

set_output_spherical_harmonics

#

Shader defs requirments:

🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

fn set_output_spherical_harmonics (
index: u32
)

set_output_transform

#

Shader defs requirments:

🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

fn set_output_transform (
index: u32
rotation: vec4<f32>
opacity: f32
)