Issue with gaussian splat material "compensation" setter

Hi,

We are experiencing an issue when setting the “compensation” property of a gaussian material from true to false, as it seems to not be recomputing the shader.

Looking at the source code seems that the issue may be this line:

I think it should be something like this, so it takes into account the previous compensation value:

this._isDirty = this._isDirty || (this._compensation !== value);

cc @Cedric

Good catch!!!

It’s been buggy for a while. Intended code is :

this._isDirty = this._compensation != value;

Please open a PR and I’ll approve it right away!