diff options
Diffstat (limited to 'client/src/shaders/vertex_world_skin.wgsl')
-rw-r--r-- | client/src/shaders/vertex_world_skin.wgsl | 58 |
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; -} |