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Bump dist build
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@@ -8288,6 +8288,7 @@ ivec3 splatTexCoord(int index) {
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precision highp int;
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precision highp int;
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#include <splatDefines>
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#include <splatDefines>
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#include <logdepthbuf_pars_fragment>
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uniform float near;
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uniform float near;
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uniform float far;
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uniform float far;
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@@ -8378,11 +8379,13 @@ void main() {
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fragColor = rgba;
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fragColor = rgba;
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#endif
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#endif
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}
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}
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#include <logdepthbuf_fragment>
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}`, sI = `precision highp float;
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}`, sI = `precision highp float;
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precision highp int;
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precision highp int;
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precision highp usampler2DArray;
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precision highp usampler2DArray;
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#include <splatDefines>
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#include <splatDefines>
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#include <logdepthbuf_pars_vertex>
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attribute uint splatIndex;
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attribute uint splatIndex;
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@@ -8414,6 +8417,12 @@ uniform float focalAdjustment;
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uniform usampler2DArray packedSplats;
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uniform usampler2DArray packedSplats;
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uniform vec4 rgbMinMaxLnScaleMinMax;
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uniform vec4 rgbMinMaxLnScaleMinMax;
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#ifdef USE_LOGDEPTHBUF
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bool isPerspectiveMatrix( mat4 m ) {
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return m[ 2 ][ 3 ] == - 1.0;
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}
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#endif
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void main() {
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void main() {
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gl_Position = vec4(0.0, 0.0, 2.0, 1.0);
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gl_Position = vec4(0.0, 0.0, 2.0, 1.0);
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@@ -8594,6 +8603,7 @@ void main() {
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vSplatUv = position.xy * maxStdDev;
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vSplatUv = position.xy * maxStdDev;
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vNdc = ndc;
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vNdc = ndc;
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gl_Position = vec4(ndc.xy * clipCenter.w, clipCenter.zw);
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gl_Position = vec4(ndc.xy * clipCenter.w, clipCenter.zw);
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#include <logdepthbuf_vertex>
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}`;
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}`;
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let Ne = null;
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let Ne = null;
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function nI() {
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function nI() {
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