The peak scale P a gsplat vertex stage sizes its quad from: EXACTLY the
factor its fragment multiplies the shifted falloff by before the
visibility test, amplitude2D · 1/(1−C) · alphaFactor · max(gain, 1).
ONE definition for the visual AND pick vertex shaders (GLSL twin in
GLSL_GSPLAT_VISIBLE_FOOTPRINT, TSL twin gsplatQuadFootprintTSL in
shader-tsl.ts). The pick fragment's test carries the same alpha factor
and gain, with the node opacity folded into the alpha factor (an invisible
node must not be pickable) — at a neutral appearance (opaque splat and
node, gain <= 1) the drawn and the pickable quads therefore reach the SAME
radius, and cannot drift apart without changing this function.
Parameters
amplitude2D: number
The splat's vAmplitude2D.
invOneMinusC: number
1 / (1 − C) (the uInvOneMinusC uniform).
alphaFactor: number = 1
The fragment's alpha factor (picking: times uOpacity).
The peak scale P a gsplat vertex stage sizes its quad from: EXACTLY the factor its fragment multiplies the shifted falloff by before the visibility test,
amplitude2D · 1/(1−C) · alphaFactor · max(gain, 1).ONE definition for the visual AND pick vertex shaders (GLSL twin in GLSL_GSPLAT_VISIBLE_FOOTPRINT, TSL twin
gsplatQuadFootprintTSLinshader-tsl.ts). The pick fragment's test carries the same alpha factor and gain, with the node opacity folded into the alpha factor (an invisible node must not be pickable) — at a neutral appearance (opaque splat and node, gain <= 1) the drawn and the pickable quads therefore reach the SAME radius, and cannot drift apart without changing this function.