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planar.wgsl

Import path

Functions

planar_position

#
fn planar_position ( ) -> vec3<f32>

planar_visibility

#
fn planar_visibility ( ) -> f32

planar_color_from_sh

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE

fn planar_color_from_sh (
ray_direction: vec3<f32>
) -> vec3<f32>

planar_scale_from

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE

fn planar_scale_from (
scale_opacity: vec4<f32>
) -> vec3<f32>

planar_opacity_from

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE

fn planar_opacity_from (
scale_opacity: vec4<f32>
) -> f32

planar_f16_decode_sh

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16

fn planar_f16_decode_sh ( ) -> array

planar_f16_decode_covariance

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 PRECOMPUTE_COVARIANCE_3D

fn planar_f16_decode_covariance ( ) -> array<f32, 6>

planar_f16_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 PRECOMPUTE_COVARIANCE_3D

fn planar_f16_opacity ( ) -> f32

planar_f16_decode_rotation

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, šŸ”“ PRECOMPUTE_COVARIANCE_3D

fn planar_f16_decode_rotation ( ) -> vec4<f32>

planar_f16_decode_scale

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, šŸ”“ PRECOMPUTE_COVARIANCE_3D

fn planar_f16_decode_scale ( ) -> vec3<f32>

planar_f16_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, šŸ”“ PRECOMPUTE_COVARIANCE_3D

fn planar_f16_opacity ( ) -> f32

get_color

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16

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

get_position

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16

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

get_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16

fn get_spherical_harmonics (
index: u32
) -> array

get_cov3d

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 PRECOMPUTE_COVARIANCE_3D

fn get_cov3d (
index: u32
) -> array<f32, 6>

get_rotation

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, šŸ”“ PRECOMPUTE_COVARIANCE_3D

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

get_scale

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, šŸ”“ PRECOMPUTE_COVARIANCE_3D

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

get_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16

fn get_opacity (
index: u32
) -> f32

get_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16

fn get_visibility (
index: u32
) -> f32

get_rhs_color

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

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

get_rhs_position

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

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

get_rhs_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_spherical_harmonics (
index: u32
) -> array

get_rhs_cov3d

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, 🟢 PRECOMPUTE_COVARIANCE_3D

fn get_rhs_cov3d (
index: u32
) -> array<f32, 6>

get_rhs_rotation

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

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

get_rhs_scale

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

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

get_rhs_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_opacity (
index: u32
) -> f32

get_rhs_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_visibility (
index: u32
) -> f32

set_output_position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

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

set_output_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

fn set_output_spherical_harmonics (
index: u32
)

planar_f16_encode_covariance

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, 🟢 PRECOMPUTE_COVARIANCE_3D

fn planar_f16_encode_covariance (
opacity: f32
) -> vec4<u32>

set_output_covariance

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, 🟢 PRECOMPUTE_COVARIANCE_3D

fn set_output_covariance (
index: u32
opacity: f32
)

planar_f16_encode_rotation_scale_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

fn planar_f16_encode_rotation_scale_opacity (
rotation: vec4<f32>
opacity: f32
) -> vec4<u32>

set_output_transform

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

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

get_color

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16

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

get_position

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16

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

get_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16

fn get_spherical_harmonics (
index: u32
) -> array

get_rotation

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16

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

get_scale

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16

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

get_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16

fn get_opacity (
index: u32
) -> f32

get_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16

fn get_visibility (
index: u32
) -> f32

get_rhs_color

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

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

get_rhs_position

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

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

get_rhs_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_spherical_harmonics (
index: u32
) -> array

get_rhs_rotation

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

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

get_rhs_scale

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

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

get_rhs_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_opacity (
index: u32
) -> f32

get_rhs_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_visibility (
index: u32
) -> f32

set_output_position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

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

set_output_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

fn set_output_spherical_harmonics (
index: u32
)

set_output_covariance

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, 🟢 PRECOMPUTE_COVARIANCE_3D

fn set_output_covariance (
index: u32
opacity: f32
)

set_output_transform

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

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

planar4d_color_from_sh

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE

fn planar4d_color_from_sh (
ray_direction: vec3<f32>
dir_t: f32
) -> vec3<f32>

planar4d_isotropic_rotations

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE

fn planar4d_isotropic_rotations ( ) -> mat2x4<f32>

planar4d_scale_from

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE

fn planar4d_scale_from (
scale_opacity: vec4<f32>
) -> vec3<f32>

planar4d_opacity_from

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE

fn planar4d_opacity_from (
scale_opacity: vec4<f32>
) -> f32

planar4d_timestamp_from

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE

fn planar4d_timestamp_from (
timestamp_timescale: vec4<f32>
) -> f32

planar4d_time_scale_from

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE

fn planar4d_time_scale_from (
timestamp_timescale: vec4<f32>
) -> f32

get_color

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32

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

get_isotropic_rotations

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32

fn get_isotropic_rotations (
index: u32
) -> mat2x4<f32>

get_scale

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32

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

get_opacity

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32

fn get_opacity (
index: u32
) -> f32

get_position

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32

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

get_visibility

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32

fn get_visibility (
index: u32
) -> f32

get_spherindrical_harmonics

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32

fn get_spherindrical_harmonics (
index: u32
) -> array

get_timestamp

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32

fn get_timestamp (
index: u32
) -> f32

get_time_scale

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32

fn get_time_scale (
index: u32
) -> f32

get_rhs_color

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

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

get_rhs_isotropic_rotations

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_isotropic_rotations (
index: u32
) -> mat2x4<f32>

get_rhs_scale

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

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

get_rhs_opacity

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_opacity (
index: u32
) -> f32

get_rhs_position

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

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

get_rhs_visibility

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_visibility (
index: u32
) -> f32

get_rhs_spherindrical_harmonics

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_spherindrical_harmonics (
index: u32
) -> array

get_rhs_timestamp

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_timestamp (
index: u32
) -> f32

get_rhs_time_scale

#

Shader defs requirments:

šŸ”“ GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

fn get_rhs_time_scale (
index: u32
) -> f32