diff options
Diffstat (limited to 'client/src/render/shaders/vertex_world_skin.wgsl')
-rw-r--r-- | client/src/render/shaders/vertex_world_skin.wgsl | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/client/src/render/shaders/vertex_world_skin.wgsl b/client/src/render/shaders/vertex_world_skin.wgsl new file mode 100644 index 0000000..6e2b308 --- /dev/null +++ b/client/src/render/shaders/vertex_world_skin.wgsl @@ -0,0 +1,58 @@ +// 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; +} |