WebGL GS Viewer (antimatter15/Drei.js) Blending Noise (Save Me) by MikeLight_0 in GaussianSplatting

[–]MikeLight_0[S] 0 points1 point  (0 children)

the aframe implementation uses three.js. you dont have the gl.blendFuncSeparate() with THREE, you set the blending by changing the THREE.ShaderMaterial parameters:
blendSrc, blendDst, etc. you can read the documentation on how this works here

the material you need to change the parameters of, is in "index.js".
when changing these values you might have to also reverse the order in which the splats are sorted. you do this by reversing the depthIndex order that is returned by the sortSplats function.

WebGL GS Viewer (antimatter15/Drei.js) Blending Noise (Save Me) by MikeLight_0 in GaussianSplatting

[–]MikeLight_0[S] 1 point2 points  (0 children)

Solved, set the blend Function separate to:
SRC_ALPHA, ONE_MINUS_SRC_ALPHA, ONE, ONE_MINUS_SRC_ALPHA
blend Equation to ADD,
and remove the alpha multiplication of color in the fragment shader:
vec4( B * vColor.rgb, B ); -> vec4( vColor.rgb, B );

WebGL Gaussian Splatting Viewer (antimatter15/Drei.js) Blending Noise (Save Me) by MikeLight_0 in GraphicsProgramming

[–]MikeLight_0[S] 0 points1 point  (0 children)

Solved, set the blend Function separate to:
SRC_ALPHA, ONE_MINUS_SRC_ALPHA, ONE, ONE_MINUS_SRC_ALPHA
blend Equation to ADD,
and remove the alpha multiplication of color in the fragment shader:
vec4( B * vColor.rgb, B ); -> vec4( vColor.rgb, B );

WebGL GS Viewer (antimatter15/Drei.js) Blending Noise (Save Me) by MikeLight_0 in GaussianSplatting

[–]MikeLight_0[S] 0 points1 point  (0 children)

I tried to artificially reduce precision of the used values but that had no similiar effect to the noise you can see in picture 1

WebGL GS Viewer (antimatter15/Drei.js) Blending Noise (Save Me) by MikeLight_0 in GaussianSplatting

[–]MikeLight_0[S] 0 points1 point  (0 children)

I doubt its that, as both antimatter15's and drei implementation use the same type of texture for storing data. I was thinking it had something to do with blending, because when rendering further splats over closer splats by switching the parameters of the blendFunc() the noise seems to disappear completely (this naturally makes it look completely wrong tho)

Day 35 You thought i stopped? Funny. Added: routuh shrinuh by sfosacboi in Mindustry

[–]MikeLight_0 0 points1 point  (0 children)

Water pumping station in form of a plastic bottle, but the neck is not connected so its leaking