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another-boids-in-rust/vendor/naga_oil/examples/bevy_pbr_wgsl/skinning.wgsl

41 lines
909 B
WebGPU Shading Language

#define_import_path bevy_pbr::skinning
#ifdef SKINNED
@group(2) @binding(1)
var<uniform> joint_matrices: SkinnedMesh;
fn skin_model(
indexes: vec4<u32>,
weights: vec4<f32>,
) -> mat4x4<f32> {
return weights.x * joint_matrices.data[indexes.x]
+ weights.y * joint_matrices.data[indexes.y]
+ weights.z * joint_matrices.data[indexes.z]
+ weights.w * joint_matrices.data[indexes.w];
}
fn inverse_transpose_3x3(in: mat3x3<f32>) -> mat3x3<f32> {
let x = cross(in[1], in[2]);
let y = cross(in[2], in[0]);
let z = cross(in[0], in[1]);
let det = dot(in[2], z);
return mat3x3<f32>(
x / det,
y / det,
z / det
);
}
fn skin_normals(
model: mat4x4<f32>,
normal: vec3<f32>,
) -> vec3<f32> {
return inverse_transpose_3x3(mat3x3<f32>(
model[0].xyz,
model[1].xyz,
model[2].xyz
)) * normal;
}
#endif