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-rw-r--r--client/src/shaders/vertex_world_skin.wgsl48
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diff --git a/client/src/shaders/vertex_world_skin.wgsl b/client/src/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>,
+}
+
+struct PushConst {
+ modelview: mat4x4<f32>,
+ model_basis: mat3x3<f32>,
+}
+
+var<push_constant> pc: PushConst;
+
+@vertex
+fn main(vi: VertexIn) -> VertexOut {
+ let clip = pc.modelview * vec4(vi.position, 1.);
+ let vo = VertexOut(
+ clip,
+ normalize(pc.model_basis * vi.normal),
+ normalize(pc.model_basis * vi.tangent),
+ vi.texcoord
+ );
+ return vo;
+}