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authormetamuffin <metamuffin@disroot.org>2025-01-26 15:10:37 +0100
committermetamuffin <metamuffin@disroot.org>2025-01-26 15:10:37 +0100
commit66930534a0647e2613360658a6a99eed945e2f0f (patch)
tree31a769910ef924a11206f1024b4004f74b1e396f /client/src/render/shaders/vertex_world_skin.wgsl
parent0163f8486ceca8bd6897c1074f6846f36827d040 (diff)
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move files around, graphics config, msaa
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diff --git a/client/src/render/shaders/vertex_world_skin.wgsl b/client/src/render/shaders/vertex_world_skin.wgsl
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+// wearechat - generic multiplayer game with voip
+// Copyright (C) 2025 metamuffin
+//
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU Affero General Public License as published by
+// the Free Software Foundation, version 3 of the License only.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU Affero General Public License for more details.
+//
+// You should have received a copy of the GNU Affero General Public License
+// along with this program. If not, see <https://www.gnu.org/licenses/>.
+
+struct VertexIn {
+ @location(0) position: vec3<f32>,
+ @location(1) normal: vec3<f32>,
+ @location(2) tangent: vec3<f32>, // TODO maybe compress this
+ @location(3) texcoord: vec2<f32>,
+ @location(4) joint_index: vec4<u32>,
+ @location(5) joint_weight: vec4<f32>,
+}
+struct VertexOut {
+ @builtin(position) clip: vec4<f32>,
+ @location(0) normal: vec3<f32>,
+ @location(1) tangent: vec3<f32>,
+ @location(2) texcoord: vec2<f32>,
+ @location(3) position: vec3<f32>,
+}
+
+struct PushConst {
+ modelviewproject: mat4x4<f32>,
+ model: mat4x4<f32>,
+}
+
+@group(3) @binding(0) var<uniform> joints: array<mat4x4<f32>, 128>;
+var<push_constant> pc: PushConst;
+
+@vertex
+fn main(vi: VertexIn) -> VertexOut {
+ let pos_in = vec4(vi.position, 1.);
+ let j0 = vi.joint_weight.x * (joints[vi.joint_index.x] * pos_in);
+ let j1 = vi.joint_weight.y * (joints[vi.joint_index.y] * pos_in);
+ let j2 = vi.joint_weight.z * (joints[vi.joint_index.z] * pos_in);
+ let j3 = vi.joint_weight.w * (joints[vi.joint_index.w] * pos_in);
+ let position = j0 + j1 + j2 + j3;
+
+ let clip = pc.modelviewproject * position;
+ let vo = VertexOut(
+ clip,
+ normalize((pc.model * vec4(vi.normal, 0.)).xyz),
+ normalize((pc.model * vec4(vi.tangent, 0.)).xyz),
+ vi.texcoord,
+ (pc.model * vec4(vi.position, 1.)).xyz,
+ );
+ return vo;
+}