declare const _default: "\n#ifdef GSPLAT_WORKBUFFER_GEOMETRY\n\n    // world-space transform data previously written to the work buffer (see gsplatWriteVS)\n    var uWorkBufferTransformA: texture_2d<u32>;\n    var uWorkBufferTransformB: texture_2d<u32>;\n\n    // inverse of matrix_model, to convert stored world-space data back to local space\n    uniform matrix_model_inverse: mat4x4f;\n\n    // world-space camera position\n    uniform uCameraPosition: vec3f;\n\n    var<private> wbCoord: vec2i;\n    var<private> wbTransformA: vec4u;\n\n    // cache transformA at the destination pixel; must be called before any getters\n    fn initWorkBufferGeometry(coord: vec2i) {\n        wbCoord = coord;\n        wbTransformA = textureLoad(uWorkBufferTransformA, coord, 0);\n    }\n\n    fn workBufferWorldCenter() -> vec3f {\n        return vec3f(bitcast<f32>(wbTransformA.x), bitcast<f32>(wbTransformA.y), bitcast<f32>(wbTransformA.z));\n    }\n\n    // world-space rotation (x,y,z,w), decoded to match the work buffer write encoding\n    fn workBufferWorldRotation() -> vec4f {\n        #ifdef GSPLAT_WORKBUFFER_COMPACT\n            // half-angle projected quaternion, 11+11+10 bits (see containerCompactWrite)\n            let data = textureLoad(uWorkBufferTransformB, wbCoord, 0).x;\n            let p = vec3f(\n                f32(data & 0x7FFu) / 2047.0 * 2.0 - 1.0,\n                f32((data >> 11u) & 0x7FFu) / 2047.0 * 2.0 - 1.0,\n                f32((data >> 22u) & 0x3FFu) / 1023.0 * 2.0 - 1.0\n            );\n            let d = dot(p, p);\n            return vec4f(sqrt(max(0.0, 2.0 - d)) * p, 1.0 - d);\n        #else\n            // rotation.xy in transformA.w, rotation.z in transformB.x (see containerPackedWrite)\n            let rotXY = unpack2x16float(wbTransformA.w);\n            let r = vec3f(rotXY, unpack2x16float(textureLoad(uWorkBufferTransformB, wbCoord, 0).x).x);\n            return vec4f(r, sqrt(max(0.0, 1.0 - dot(r, r))));\n        #endif\n    }\n\n    fn workBufferWorldScale() -> vec3f {\n        #ifdef GSPLAT_WORKBUFFER_COMPACT\n            // log-encoded scale, 3x8 bits: 0 = true zero, 1-255 maps to e^-12..e^9 (see containerCompactWrite)\n            let data = wbTransformA.w;\n            let sx = f32(data & 0xFFu);\n            let sy = f32((data >> 8u) & 0xFFu);\n            let sz = f32((data >> 16u) & 0xFFu);\n            let logRange = 21.0 / 255.0;\n            let logMin = -12.0;\n            return vec3f(\n                select(exp(sx * logRange + logMin), 0.0, sx == 0.0),\n                select(exp(sy * logRange + logMin), 0.0, sy == 0.0),\n                select(exp(sz * logRange + logMin), 0.0, sz == 0.0)\n            );\n        #else\n            let b = textureLoad(uWorkBufferTransformB, wbCoord, 0).xy;\n            return vec3f(unpack2x16float(b.x).y, unpack2x16float(b.y));\n        #endif\n    }\n\n    // rotate vector by the inverse of unit quaternion q (x,y,z,w)\n    fn quatRotateInv(q: vec4f, v: vec3f) -> vec3f {\n        let t = -q.xyz;\n        return v + 2.0 * cross(t, cross(t, v) + q.w * v);\n    }\n\n    // Source-format-compatible getters for user modifier code: local-space values reconstructed\n    // from the stored world-space data (quantized by the work buffer format, so rotation and\n    // scale are approximate).\n    fn getCenter() -> vec3f {\n        return (uniform.matrix_model_inverse * vec4f(workBufferWorldCenter(), 1.0)).xyz;\n    }\n\n    // returns (w,x,y,z) to match the source format getRotation convention\n    fn getRotation() -> vec4f {\n        let worldRotation = workBufferWorldRotation();\n        let localRotation = vec4f(quatMul(half4(vec4f(-uniform.model_rotation.xyz, uniform.model_rotation.w)), half4(worldRotation)));\n        return localRotation.wxyz;\n    }\n\n    fn getScale() -> vec3f {\n        return workBufferWorldScale() / uniform.model_scale;\n    }\n\n#endif\n";
export default _default;
