Formalize gaussian splat prepare-order pass
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@@ -26,6 +26,7 @@ Shader "Builtin Gaussian Splat"
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float4 scaleReserved;
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};
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StructuredBuffer<uint> GaussianSplatOrderBuffer;
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StructuredBuffer<float3> GaussianSplatPositions;
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StructuredBuffer<GaussianSplatOtherData> GaussianSplatOther;
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StructuredBuffer<float4> GaussianSplatColor;
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@@ -54,9 +55,10 @@ Shader "Builtin Gaussian Splat"
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{
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VSOutput output;
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const float2 corner = ResolveQuadCorner(vertexId);
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const float3 localCenter = GaussianSplatPositions[instanceId];
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const GaussianSplatOtherData otherData = GaussianSplatOther[instanceId];
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const float4 colorOpacity = GaussianSplatColor[instanceId];
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const uint splatIndex = GaussianSplatOrderBuffer[instanceId];
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const float3 localCenter = GaussianSplatPositions[splatIndex];
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const GaussianSplatOtherData otherData = GaussianSplatOther[splatIndex];
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const float4 colorOpacity = GaussianSplatColor[splatIndex];
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const float3 worldCenter = mul(gModelMatrix, float4(localCenter, 1.0)).xyz;
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const float maxAxisScale =
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