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Frame Studio - Gaussian splats (PLY, SPZ v2-v4), PLY vertex colours, panorama skies - Copy, cut, paste and duplicate for objects, splats and world items - Walkable-area rebake moved off the UI thread; viewport one frame sooner; refresh-locked pacing (FS_PACE=timer for the old one) - Fixed: bundle thumbnail use-after-free crash, auto-save deleting environments, saves into scratch copies, edits lost on non-ASCII paths, unopenable manifests with inf/nan, bundle save data loss, opening a home marking it changed, gizmo NaN, long paths, many malformed-file crashes - Updater verifies sha256, journals the swap and never leaves the exe missing Frame Home - Seats turn you to face their way - Draw batching (Hand Tutorials up to ~20% less GPU time), cut-out EQUAL pass, late head-pose read before submit - Proper queue-family hand-over to the compositor layer; layer descriptor generations and seqlocked slots; structural SPIR-V check - Fixed: hangs/crashes on damaged .fenv files and shaders, render-pass validation error, sync hazard in the foveation smoothing pass, unverified update downloads, half-done installs Tests: tests_loco/env_share/spv_check wired into CMake (FRAME_TESTS) and CI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VsaXGU27gsrXjDoFtyFJP9
14 lines
621 B
GLSL
14 lines
621 B
GLSL
#version 450
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// A splat's footprint: the Gaussian's falloff, exp(-r^2 / 2) with r in standard deviations, times its opacity.
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// Premultiplied output (blend ONE, ONE_MINUS_SRC_ALPHA): splats drawn far to near.
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layout(location = 0) in vec2 vSigma;
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layout(location = 1) in vec4 vColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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float r2 = dot(vSigma, vSigma);
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if (r2 > 9.0) discard; // outside 3 sigma: nothing worth blending
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float alpha = min(0.99, vColor.a * exp(-0.5 * r2));
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if (alpha < 1.0 / 255.0) discard;
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outColor = vec4(vColor.rgb * alpha, alpha);
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}
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