Derive gaussian splat SH order from resource layout
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@@ -1064,6 +1064,11 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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commandList->SetPipelineState(pipelineState);
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const float shOrder =
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visibleGaussianSplat.gaussianSplat != nullptr
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? static_cast<float>(visibleGaussianSplat.gaussianSplat->GetSHOrder())
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: 0.0f;
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const PerObjectConstants perObjectConstants = {
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sceneData.cameraData.projection,
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sceneData.cameraData.view,
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@@ -1080,7 +1085,7 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
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Math::Vector4(
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static_cast<float>(cachedGaussianSplat->splatCount),
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static_cast<float>(workingSet->sortCapacity),
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3.0f,
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shOrder,
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0.0f)
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};
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