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// LN_SCALE_MIN..LN_SCALE_MAX define the internal scale range of for Gsplats,
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// covering approx 0.0001..8000 in range with discrete steps 7% apart.
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// The value "0" is reserved for truly flat scales, indicating a 2DGS.
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// If these values are changed, the corresponding values in splatDefines.glsl
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// must also be updated to match.
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export const LN_SCALE_MIN = -9.0;
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export const LN_SCALE_MAX = 9.0;
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export const LN_RESCALE = (LN_SCALE_MAX - LN_SCALE_MIN) / 254.0; // 1..=255
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export const SCALE_MIN = Math.exp(LN_SCALE_MIN);
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export const SCALE_MAX = Math.exp(LN_SCALE_MAX);
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// Gsplats are stored in textures that are 2^11 x 2^11 x up to 2^11
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// Most WebGL2 implementations support 2D textures up to 2^12 x 2^12 (max 16M Gsplats)
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// 2D array textures and 3D textures up to 2^11 x 2^11 x 2^11 (max 8G Gsplats),
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// so we use 2D array textures for our representation for higher limits.
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export const SPLAT_TEX_WIDTH_BITS = 11;
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export const SPLAT_TEX_HEIGHT_BITS = 11;
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export const SPLAT_TEX_DEPTH_BITS = 11;
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export const SPLAT_TEX_LAYER_BITS =
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SPLAT_TEX_WIDTH_BITS + SPLAT_TEX_HEIGHT_BITS;
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export const SPLAT_TEX_WIDTH = 1 << SPLAT_TEX_WIDTH_BITS; // 2048
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export const SPLAT_TEX_HEIGHT = 1 << SPLAT_TEX_HEIGHT_BITS; // 2048
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export const SPLAT_TEX_DEPTH = 1 << SPLAT_TEX_DEPTH_BITS; // 2048
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export const SPLAT_TEX_MIN_HEIGHT = 1;
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export const SPLAT_TEX_WIDTH_MASK = SPLAT_TEX_WIDTH - 1;
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export const SPLAT_TEX_HEIGHT_MASK = SPLAT_TEX_HEIGHT - 1;
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export const SPLAT_TEX_DEPTH_MASK = SPLAT_TEX_DEPTH - 1;
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// Enable/disable Gsplat sorting via Rust WASM code. In testing the sorting
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// time between pure JS and WASM are minimal and don't make a big difference.
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export const WASM_SPLAT_SORT = true;
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