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-rw-r--r--client/src/shaders/vertex_world_skin.wgsl58
1 files changed, 0 insertions, 58 deletions
diff --git a/client/src/shaders/vertex_world_skin.wgsl b/client/src/shaders/vertex_world_skin.wgsl
deleted file mode 100644
index 6e2b308..0000000
--- a/client/src/shaders/vertex_world_skin.wgsl
+++ /dev/null
@@ -1,58 +0,0 @@
-// 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;
-}