// // Vertex shader for Gaussian splats. // The splats are rendered as quads in view space. Splat attributes are loaded from a texture with precomputed 3D covariance. // Passes local quad coordinates and color to the fragment shader for Gaussian evaluation. // // Discards splats outside the view frustum or with negligible screen size. // #if defined(HAS_SPHERICAL_HARMONICS) const uint coefficientCount[3] = uint[3](3u,8u,15u); const float SH_C1 = 0.48860251; const float SH_C2[5] = float[5]( 1.092548430, -1.09254843, 0.315391565, -1.09254843, 0.546274215 ); const float SH_C3[7] = float[7]( -0.59004358, 2.890611442, -0.45704579, 0.373176332, -0.45704579, 1.445305721, -0.59004358 ); //Retrieve SH coefficient. Currently RG32UI format uvec2 loadSHCoeff(uint splatID, int index) { ivec2 shTexSize = textureSize(u_sphericalHarmonicsTexture, 0); uint dims = coefficientCount[uint(u_sphericalHarmonicsDegree)-1u]; uint splatsPerRow = uint(shTexSize.x) / dims; uint shIndex = (splatID%splatsPerRow) * dims + uint(index); ivec2 shPosCoord = ivec2(shIndex, splatID / splatsPerRow); return texelFetch(u_sphericalHarmonicsTexture, shPosCoord, 0).rg; } //Unpack RG32UI half float coefficients to vec3 vec3 halfToVec3(uvec2 packed) { return vec3(unpackHalf2x16(packed.x), unpackHalf2x16(packed.y).x); } vec3 loadAndExpandSHCoeff(uint splatID, int index) { uvec2 coeff = loadSHCoeff(splatID, index); return halfToVec3(coeff); } vec3 evaluateSH(uint splatID, vec3 viewDir) { vec3 result = vec3(0.0); int coeffIndex = 0; float x = viewDir.x, y = viewDir.y, z = viewDir.z; if (u_sphericalHarmonicsDegree >= 1.) { vec3 sh1 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh2 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh3 = loadAndExpandSHCoeff(splatID, coeffIndex++); result += -SH_C1 * y * sh1 + SH_C1 * z * sh2 - SH_C1 * x * sh3; if (u_sphericalHarmonicsDegree >= 2.) { float xx = x * x; float yy = y * y; float zz = z * z; float xy = x * y; float yz = y * z; float xz = x * z; vec3 sh4 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh5 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh6 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh7 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh8 = loadAndExpandSHCoeff(splatID, coeffIndex++); result += SH_C2[0] * xy * sh4 + SH_C2[1] * yz * sh5 + SH_C2[2] * (2.0f * zz - xx - yy) * sh6 + SH_C2[3] * xz * sh7 + SH_C2[4] * (xx - yy) * sh8; if (u_sphericalHarmonicsDegree >= 3.) { vec3 sh9 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh10 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh11 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh12 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh13 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh14 = loadAndExpandSHCoeff(splatID, coeffIndex++); vec3 sh15 = loadAndExpandSHCoeff(splatID, coeffIndex++); result += SH_C3[0] * y * (3.0f * xx - yy) * sh9 + SH_C3[1] * xy * z * sh10 + SH_C3[2] * y * (4.0f * zz - xx - yy) * sh11 + SH_C3[3] * z * (2.0f * zz - 3.0f * xx - 3.0f * yy) * sh12 + SH_C3[4] * x * (4.0f * zz - xx - yy) * sh13 + SH_C3[5] * z * (xx - yy) * sh14 + SH_C3[6] * x * (xx - 3.0f * yy) * sh15; } } } return result; } #endif // Transforms and projects splat covariance into screen space and extracts the major and minor axes of the Gaussian ellipsoid // which is used to calculate the vertex position in clip space. vec4 calcCovVectors(vec3 viewPos, mat3 Vrk) { vec4 t = vec4(viewPos, 1.0); vec2 focal = vec2(czm_projection[0][0] * czm_viewport.z, czm_projection[1][1] * czm_viewport.w); vec2 J1 = focal / t.z; vec2 J2 = -focal * vec2(t.x, t.y) / (t.z * t.z); mat3 J = mat3( J1.x, 0.0, J2.x, 0.0, J1.y, J2.y, 0.0, 0.0, 0.0 ); mat3 R = mat3(czm_modelView); //transform our covariance into view space //ensures orientation is correct mat3 Vrk_view = R * Vrk * transpose(R); mat3 cov = transpose(J) * Vrk_view * J; float diagonal1 = cov[0][0] + .3; float offDiagonal = cov[0][1]; float diagonal2 = cov[1][1] + .3; float mid = 0.5 * (diagonal1 + diagonal2); float radius = length(vec2((diagonal1 - diagonal2) * 0.5, offDiagonal)); float lambda1 = mid + radius; float lambda2 = max(mid - radius, 0.1); vec2 diagonalVector = normalize(vec2(offDiagonal, lambda1 - diagonal1)); return vec4( min(sqrt(2.0 * lambda1), 1024.0) * diagonalVector, min(sqrt(2.0 * lambda2), 1024.0) * vec2(diagonalVector.y, -diagonalVector.x) ); } highp vec4 discardVec = vec4(0.0, 0.0, 2.0, 1.0); void main() { uint texIdx = uint(a_splatIndex); ivec2 posCoord = ivec2((texIdx & 0x3ffu) << 1, texIdx >> 10); vec4 splatPosition = vec4( uintBitsToFloat(uvec4(texelFetch(u_splatAttributeTexture, posCoord, 0))) ); vec4 splatViewPos = czm_modelView * vec4(splatPosition.xyz, 1.0); vec4 clipPosition = czm_projection * splatViewPos; float clip = 1.2 * clipPosition.w; if (clipPosition.z < -clip || clipPosition.x < -clip || clipPosition.x > clip || clipPosition.y < -clip || clipPosition.y > clip) { gl_Position = vec4(0.0, 0.0, 2.0, 1.0); return; } ivec2 covCoord = ivec2(((texIdx & 0x3ffu) << 1) | 1u, texIdx >> 10); uvec4 covariance = uvec4(texelFetch(u_splatAttributeTexture, covCoord, 0)); gl_Position = clipPosition; vec2 u1 = unpackHalf2x16(covariance.x) ; vec2 u2 = unpackHalf2x16(covariance.y); vec2 u3 = unpackHalf2x16(covariance.z); mat3 Vrk = mat3(u1.x, u1.y, u2.x, u1.y, u2.y, u3.x, u2.x, u3.x, u3.y); vec4 covVectors = calcCovVectors(splatViewPos.xyz, Vrk); if (dot(covVectors.xy, covVectors.xy) < 4.0 && dot(covVectors.zw, covVectors.zw) < 4.0) { gl_Position = discardVec; return; } vec2 corner = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2) - 1.; gl_Position += vec4((corner.x * covVectors.xy + corner.y * covVectors.zw) / czm_viewport.zw * gl_Position.w, 0, 0); gl_Position.z = clamp(gl_Position.z, -abs(gl_Position.w), abs(gl_Position.w)); v_vertPos = corner ; v_splatColor = vec4(covariance.w & 0xffu, (covariance.w >> 8) & 0xffu, (covariance.w >> 16) & 0xffu, (covariance.w >> 24) & 0xffu) / 255.0; #if defined(HAS_SPHERICAL_HARMONICS) vec4 splatWC = czm_inverseView * splatViewPos; vec3 viewDirModel = normalize(u_inverseModelRotation * (splatWC.xyz - u_cameraPositionWC.xyz)); v_splatColor.rgb += evaluateSH(texIdx, viewDirModel).rgb; #endif v_splitDirection = u_splitDirection; }