precision highp float; precision highp int; #include uniform float near; uniform float far; uniform bool encodeLinear; uniform float maxStdDev; uniform bool disableFalloff; uniform float falloff; uniform bool splatTexEnable; uniform sampler3D splatTexture; uniform mat2 splatTexMul; uniform vec2 splatTexAdd; uniform float splatTexNear; uniform float splatTexFar; uniform float splatTexMid; out vec4 fragColor; in vec4 vRgba; in vec2 vSplatUv; in vec3 vNdc; void main() { vec4 rgba = vRgba; float z = dot(vSplatUv, vSplatUv); if (!splatTexEnable) { if (z > (maxStdDev * maxStdDev)) { discard; } } else { vec2 uv = splatTexMul * vSplatUv + splatTexAdd; float ndcZ = vNdc.z; float depth = (2.0 * near * far) / (far + near - ndcZ * (far - near)); float clampedFar = max(splatTexFar, splatTexNear); float clampedDepth = clamp(depth, splatTexNear, clampedFar); float logDepth = log2(clampedDepth + 1.0); float logNear = log2(splatTexNear + 1.0); float logFar = log2(clampedFar + 1.0); float texZ; if (splatTexMid > 0.0) { float clampedMid = clamp(splatTexMid, splatTexNear, clampedFar); float logMid = log2(clampedMid + 1.0); texZ = (clampedDepth <= clampedMid) ? (0.5 * ((logDepth - logNear) / (logMid - logNear))) : (0.5 * ((logDepth - logMid) / (logFar - logMid)) + 0.5); } else { texZ = (logDepth - logNear) / (logFar - logNear); } vec4 modulate = texture(splatTexture, vec3(uv, 1.0 - texZ)); rgba *= modulate; } rgba.a *= mix(1.0, exp(-0.5 * z), falloff); if (rgba.a < MIN_ALPHA) { discard; } if (encodeLinear) { rgba.rgb = srgbToLinear(rgba.rgb); } fragColor = rgba; }