Add existing to tracked
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//
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// Vertex shader for Gaussian splats.
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// The splats are rendered as quads in view space. Splat attributes are loaded from a texture with precomputed 3D covariance.
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// Passes local quad coordinates and color to the fragment shader for Gaussian evaluation.
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//
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// Discards splats outside the view frustum or with negligible screen size.
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//
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#if defined(HAS_SPHERICAL_HARMONICS)
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const uint coefficientCount[3] = uint[3](3u,8u,15u);
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const float SH_C1 = 0.48860251;
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const float SH_C2[5] = float[5](
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1.092548430,
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-1.09254843,
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0.315391565,
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-1.09254843,
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0.546274215
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);
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const float SH_C3[7] = float[7](
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-0.59004358,
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2.890611442,
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-0.45704579,
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0.373176332,
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-0.45704579,
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1.445305721,
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-0.59004358
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);
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//Retrieve SH coefficient. Currently RG32UI format
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uvec2 loadSHCoeff(uint splatID, int index) {
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ivec2 shTexSize = textureSize(u_sphericalHarmonicsTexture, 0);
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uint dims = coefficientCount[uint(u_sphericalHarmonicsDegree)-1u];
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uint splatsPerRow = uint(shTexSize.x) / dims;
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uint shIndex = (splatID%splatsPerRow) * dims + uint(index);
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ivec2 shPosCoord = ivec2(shIndex, splatID / splatsPerRow);
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return texelFetch(u_sphericalHarmonicsTexture, shPosCoord, 0).rg;
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}
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//Unpack RG32UI half float coefficients to vec3
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vec3 halfToVec3(uvec2 packed) {
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return vec3(unpackHalf2x16(packed.x), unpackHalf2x16(packed.y).x);
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}
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vec3 loadAndExpandSHCoeff(uint splatID, int index) {
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uvec2 coeff = loadSHCoeff(splatID, index);
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return halfToVec3(coeff);
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}
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vec3 evaluateSH(uint splatID, vec3 viewDir) {
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vec3 result = vec3(0.0);
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int coeffIndex = 0;
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float x = viewDir.x, y = viewDir.y, z = viewDir.z;
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if (u_sphericalHarmonicsDegree >= 1.) {
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vec3 sh1 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh2 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh3 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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result += -SH_C1 * y * sh1 + SH_C1 * z * sh2 - SH_C1 * x * sh3;
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if (u_sphericalHarmonicsDegree >= 2.) {
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float xx = x * x;
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float yy = y * y;
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float zz = z * z;
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float xy = x * y;
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float yz = y * z;
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float xz = x * z;
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vec3 sh4 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh5 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh6 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh7 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh8 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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result += SH_C2[0] * xy * sh4 +
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SH_C2[1] * yz * sh5 +
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SH_C2[2] * (2.0f * zz - xx - yy) * sh6 +
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SH_C2[3] * xz * sh7 +
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SH_C2[4] * (xx - yy) * sh8;
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if (u_sphericalHarmonicsDegree >= 3.) {
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vec3 sh9 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh10 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh11 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh12 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh13 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh14 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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vec3 sh15 = loadAndExpandSHCoeff(splatID, coeffIndex++);
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result += SH_C3[0] * y * (3.0f * xx - yy) * sh9 +
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SH_C3[1] * xy * z * sh10 +
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SH_C3[2] * y * (4.0f * zz - xx - yy) * sh11 +
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SH_C3[3] * z * (2.0f * zz - 3.0f * xx - 3.0f * yy) * sh12 +
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SH_C3[4] * x * (4.0f * zz - xx - yy) * sh13 +
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SH_C3[5] * z * (xx - yy) * sh14 +
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SH_C3[6] * x * (xx - 3.0f * yy) * sh15;
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}
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}
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}
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return result;
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}
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#endif
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// Transforms and projects splat covariance into screen space and extracts the major and minor axes of the Gaussian ellipsoid
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// which is used to calculate the vertex position in clip space.
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vec4 calcCovVectors(vec3 viewPos, mat3 Vrk) {
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vec4 t = vec4(viewPos, 1.0);
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vec2 focal = vec2(czm_projection[0][0] * czm_viewport.z, czm_projection[1][1] * czm_viewport.w);
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vec2 J1 = focal / t.z;
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vec2 J2 = -focal * vec2(t.x, t.y) / (t.z * t.z);
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mat3 J = mat3(
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J1.x, 0.0, J2.x,
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0.0, J1.y, J2.y,
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0.0, 0.0, 0.0
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);
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mat3 R = mat3(czm_modelView);
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//transform our covariance into view space
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//ensures orientation is correct
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mat3 Vrk_view = R * Vrk * transpose(R);
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mat3 cov = transpose(J) * Vrk_view * J;
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float diagonal1 = cov[0][0] + .3;
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float offDiagonal = cov[0][1];
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float diagonal2 = cov[1][1] + .3;
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float mid = 0.5 * (diagonal1 + diagonal2);
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float radius = length(vec2((diagonal1 - diagonal2) * 0.5, offDiagonal));
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float lambda1 = mid + radius;
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float lambda2 = max(mid - radius, 0.1);
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vec2 diagonalVector = normalize(vec2(offDiagonal, lambda1 - diagonal1));
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return vec4(
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min(sqrt(2.0 * lambda1), 1024.0) * diagonalVector,
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min(sqrt(2.0 * lambda2), 1024.0) * vec2(diagonalVector.y, -diagonalVector.x)
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);
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}
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highp vec4 discardVec = vec4(0.0, 0.0, 2.0, 1.0);
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void main() {
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uint texIdx = uint(a_splatIndex);
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// u_splatRowMask and u_splatRowShift encode the row width of the splat
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// attribute texture. The texture width is always maximumTextureSize, which
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// varies by GPU, so these are passed as uniforms rather than constants.
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// rowMask = maximumTextureSize/2 - 1
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// rowShift = log2(maximumTextureSize/2)
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uint rowMask = uint(u_splatRowMask);
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uint rowShift = uint(u_splatRowShift);
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ivec2 posCoord = ivec2(int((texIdx & rowMask) << 1), int(texIdx >> rowShift));
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vec4 splatPosition = vec4( uintBitsToFloat(uvec4(texelFetch(u_splatAttributeTexture, posCoord, 0))) );
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vec4 splatViewPos = czm_modelView * vec4(splatPosition.xyz, 1.0);
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vec4 clipPosition = czm_projection * splatViewPos;
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float clip = 1.2 * clipPosition.w;
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if (clipPosition.z < -clip || clipPosition.x < -clip || clipPosition.x > clip ||
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clipPosition.y < -clip || clipPosition.y > clip) {
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gl_Position = vec4(0.0, 0.0, 2.0, 1.0);
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return;
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}
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ivec2 covCoord = ivec2(int(((texIdx & rowMask) << 1) | 1u), int(texIdx >> rowShift));
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uvec4 covariance = uvec4(texelFetch(u_splatAttributeTexture, covCoord, 0));
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gl_Position = clipPosition;
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vec2 u1 = unpackHalf2x16(covariance.x) ;
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vec2 u2 = unpackHalf2x16(covariance.y);
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vec2 u3 = unpackHalf2x16(covariance.z);
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mat3 Vrk = mat3(u1.x, u1.y, u2.x, u1.y, u2.y, u3.x, u2.x, u3.x, u3.y);
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vec4 covVectors = calcCovVectors(splatViewPos.xyz, Vrk);
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if (dot(covVectors.xy, covVectors.xy) < 4.0 && dot(covVectors.zw, covVectors.zw) < 4.0) {
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gl_Position = discardVec;
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return;
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}
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vec2 corner = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2) - 1.;
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gl_Position += vec4((corner.x * covVectors.xy + corner.y * covVectors.zw) / czm_viewport.zw * gl_Position.w, 0, 0);
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gl_Position.z = clamp(gl_Position.z, -abs(gl_Position.w), abs(gl_Position.w));
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v_vertPos = corner ;
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v_splatColor = vec4(covariance.w & 0xffu, (covariance.w >> 8) & 0xffu, (covariance.w >> 16) & 0xffu, (covariance.w >> 24) & 0xffu) / 255.0;
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#if defined(HAS_SPHERICAL_HARMONICS)
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vec4 splatWC = czm_inverseView * splatViewPos;
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vec3 viewDirModel = normalize(u_inverseModelRotation * (splatWC.xyz - u_cameraPositionWC.xyz));
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v_splatColor.rgb += evaluateSH(texIdx, viewDirModel).rgb;
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#endif
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v_splitDirection = u_splitDirection;
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}
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