Viewport resolution [width, height]
Truncation radius in sigmas
Opacity multiplier
Absorption coefficient κ (volumetric mode: τ = κ·opacity·rayMass)
1 when colors are RGBA (per-splat opacity present), else 0
Projection mode: 0=sum ray-integral (additive/luminous/volumetric), 1=peak 2D-projected (surface modes max/normal/opaque)
Pre-computed 1/gamma for performance
Near cull distance in world units (scene-scale-aware, perspective only)
Max projected splat extent as fraction of viewport before fade-out
2D-covariance low-pass dilation in px² added to the Σ_2D diagonal
Shifted Gaussian: exp(-0.5 * truncate²) — boundary value
Shifted Gaussian: 1/(1 - shiftC) — peak-preserving rescale
Shifted Gaussian: truncate² — replaces hardcoded 9.0 in fragment shader
Ray integration factor for sum projection (shifted Gaussian integral)
GSplat material uniforms interface
— reserved extension shape; no current consumer.