diff --git a/src/shaders/splatFragment.glsl b/src/shaders/splatFragment.glsl index 358ca57..0112ef3 100644 --- a/src/shaders/splatFragment.glsl +++ b/src/shaders/splatFragment.glsl @@ -3,6 +3,7 @@ precision highp float; precision highp int; #include +#include uniform float near; uniform float far; @@ -93,4 +94,5 @@ void main() { fragColor = rgba; #endif } + #include } diff --git a/src/shaders/splatVertex.glsl b/src/shaders/splatVertex.glsl index ad90d69..61331f2 100644 --- a/src/shaders/splatVertex.glsl +++ b/src/shaders/splatVertex.glsl @@ -4,6 +4,7 @@ precision highp int; precision highp usampler2DArray; #include +#include attribute uint splatIndex; @@ -35,6 +36,12 @@ uniform float focalAdjustment; uniform usampler2DArray packedSplats; uniform vec4 rgbMinMaxLnScaleMinMax; +#ifdef USE_LOGDEPTHBUF + bool isPerspectiveMatrix( mat4 m ) { + return m[ 2 ][ 3 ] == - 1.0; + } +#endif + void main() { // Default to outside the frustum so it's discarded if we return early gl_Position = vec4(0.0, 0.0, 2.0, 1.0); @@ -215,4 +222,5 @@ void main() { vSplatUv = position.xy * maxStdDev; vNdc = ndc; gl_Position = vec4(ndc.xy * clipCenter.w, clipCenter.zw); + #include }