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texture.wgsl

Import path

Functions

location

#
fn location (
index: u32
) -> vec2<i32>

get_position

#

Shader defs requirments:

🟢 PLANAR_TEXTURE_F16

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

get_sh_vec

#

Shader defs requirments:

🟢 PLANAR_TEXTURE_F16

fn get_sh_vec (
index: u32
plane: i32
) -> vec4<u32>

get_color

#

Shader defs requirments:

🟢 WEBGL2

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

get_spherical_harmonics

#
fn get_spherical_harmonics (
index: u32
) -> array

get_color

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

get_cov3d

#

Shader defs requirments:

🟢 PRECOMPUTE_COVARIANCE_3D

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

get_rotation

#

Shader defs requirments:

šŸ”“ PRECOMPUTE_COVARIANCE_3D

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

get_scale

#

Shader defs requirments:

šŸ”“ PRECOMPUTE_COVARIANCE_3D

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

get_opacity

#
fn get_opacity (
index: u32
) -> f32

get_visibility

#
fn get_visibility (
index: u32
) -> f32

get_position

#

Shader defs requirments:

🟢 PLANAR_TEXTURE_F32

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

get_spherical_harmonics

#

Shader defs requirments:

🟢 PLANAR_TEXTURE_F32

fn get_spherical_harmonics (
index: u32
) -> array

get_rotation

#

Shader defs requirments:

🟢 PLANAR_TEXTURE_F32

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

get_scale

#

Shader defs requirments:

🟢 PLANAR_TEXTURE_F32

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

get_opacity

#

Shader defs requirments:

🟢 PLANAR_TEXTURE_F32

fn get_opacity (
index: u32
) -> f32

get_visibility

#

Shader defs requirments:

🟢 PLANAR_TEXTURE_F32

fn get_visibility (
index: u32
) -> f32