var gsplatWorkBufferVS = `
var center: texture_2d<f32>;
var covA: texture_2d<f32>;
var covB: texture_2d<f32>;
var splatColor: texture_2d<f32>;
fn readCenter(source: ptr<function, SplatSource>) -> vec3f {
	return textureLoad(center, source.uv, 0).xyz;
}
fn readCovariance(source: ptr<function, SplatSource>, cov_A: ptr<function, vec3f>, cov_B: ptr<function, vec3f>) {
	*cov_A = textureLoad(covA, source.uv, 0).xyz;
	*cov_B = textureLoad(covB, source.uv, 0).xyz;
}
fn readColor(source: ptr<function, SplatSource>) -> vec4f {
	return textureLoad(splatColor, source.uv, 0);
}   
`;

export { gsplatWorkBufferVS as default };
