Working prototype. Initialization not consistent.

This commit is contained in:
Andreas Sundquist
2025-07-22 14:45:06 -07:00
committed by Andreas Sundquist
parent df6b1d8f4a
commit d707f283f5
5 changed files with 51 additions and 20 deletions
+5 -6
View File
@@ -28,6 +28,7 @@ out vec4 fragColor;
in vec4 vRgba;
in vec2 vSplatUv;
in vec3 vNdc;
flat in uint vSplatIndex;
void main() {
vec4 rgba = vRgba;
@@ -72,18 +73,16 @@ void main() {
}
if (stochastic) {
uint uTime = floatBitsToUint(time);
const bool STEADY = false;
uint uTime = STEADY ? 0u : floatBitsToUint(time);
uvec2 coord = uvec2(gl_FragCoord.xy);
uint state = uTime + 0x9e3779b9u * coord.x + 0x85ebca6bu * coord.y;
uint state = uTime + 0x9e3779b9u * coord.x + 0x85ebca6bu * coord.y + 0xc2b2ae35u * uint(vSplatIndex);
state = state * 747796405u + 2891336453u;
uint hash = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
hash = (hash >> 22u) ^ hash;
float rand = float(hash) / 4294967295.0;
// rand *= 2.0;
float rand = float(hash) / 4294967296.0;
if (rand < rgba.a) {
fragColor = vec4(rgba.rgb, 1.0);
// gl_FragDepth = gl_FragCoord.z;
// fragColor = vec4(rgba.r, 0.0, 0.0, 1.0);
} else {
discard;
}
+23 -9
View File
@@ -10,6 +10,7 @@ attribute uint splatIndex;
out vec4 vRgba;
out vec2 vSplatUv;
out vec3 vNdc;
flat out uint vSplatIndex;
uniform vec2 renderSize;
uniform uint numSplats;
@@ -21,6 +22,7 @@ uniform float time;
uniform float deltaTime;
uniform bool debugFlag;
uniform float minAlpha;
uniform bool stochastic;
uniform bool enable2DGS;
uniform float blurAmount;
uniform float preBlurAmount;
@@ -39,16 +41,25 @@ void main() {
if (uint(gl_InstanceID) >= numSplats) {
return;
}
if (splatIndex == 0xffffffffu) {
// Special value reserved for "no splat"
return;
}
ivec3 texCoord = ivec3(
splatIndex & SPLAT_TEX_WIDTH_MASK,
(splatIndex >> SPLAT_TEX_WIDTH_BITS) & SPLAT_TEX_HEIGHT_MASK,
splatIndex >> SPLAT_TEX_LAYER_BITS
);
ivec3 texCoord;
if (stochastic) {
texCoord = ivec3(
uint(gl_InstanceID) & SPLAT_TEX_WIDTH_MASK,
(uint(gl_InstanceID) >> SPLAT_TEX_WIDTH_BITS) & SPLAT_TEX_HEIGHT_MASK,
(uint(gl_InstanceID) >> SPLAT_TEX_LAYER_BITS)
);
} else {
if (splatIndex == 0xffffffffu) {
// Special value reserved for "no splat"
return;
}
texCoord = ivec3(
splatIndex & SPLAT_TEX_WIDTH_MASK,
(splatIndex >> SPLAT_TEX_WIDTH_BITS) & SPLAT_TEX_HEIGHT_MASK,
splatIndex >> SPLAT_TEX_LAYER_BITS
);
}
uvec4 packed = texelFetch(packedSplats, texCoord, 0);
vec3 center, scales;
@@ -85,6 +96,9 @@ void main() {
return;
}
// Record the splat index for entropy
vSplatIndex = splatIndex;
// Compute view space quaternion of splat
vec4 viewQuaternion = quatQuat(renderToViewQuat, quaternion);