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...instead of computing it over and over again for each vertex of each quad that is being rendered.
This does not help on PC (RTX 3080Ti) much (13.4ms -> 12.6ms), but massively helps on Mac (M1), which had previously regressed in perf due to using all the data chunking & textures (from initial 80ms it had went up to 220ms). But now it's down to 55ms, so yay progress! And a lesson that vastly different GPU architectures have vastly different performance characteristics, who would have thunk.
Downside is that this now needs 40 bytes/splat of extra GPU memory to store the view data. Might be able to get that smaller, maybe.