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Destrum/destrum/assets_src/shaders/skinning.comp

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#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_buffer_reference : require
#include "vertex.glsl"
struct SkinningDataType {
ivec4 jointIds;
vec4 weights;
};
layout (buffer_reference, std430) readonly buffer SkinningData {
SkinningDataType data[];
};
layout (buffer_reference, std430) readonly buffer JointMatrices {
mat4 matrices[];
};
layout (push_constant) uniform constants
{
JointMatrices jointMatrices;
uint jointMatricesStartIndex;
uint numVertices;
VertexBuffer inputBuffer;
SkinningData skinningData;
VertexBuffer outputBuffer;
} pcs;
layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
mat4 getJointMatrix(int jointId) {
if (jointId < 0) return mat4(1.0);
return pcs.jointMatrices.matrices[pcs.jointMatricesStartIndex + jointId];
}
void main()
{
uint index = gl_GlobalInvocationID.x;
if (index >= pcs.numVertices) {
return;
}
SkinningDataType sd = pcs.skinningData.data[index];
mat4 skinMatrix =
sd.weights.x * getJointMatrix(sd.jointIds.x) +
sd.weights.y * getJointMatrix(sd.jointIds.y) +
sd.weights.z * getJointMatrix(sd.jointIds.z) +
sd.weights.w * getJointMatrix(sd.jointIds.w);
Vertex v = pcs.inputBuffer.vertices[index];
v.position = vec3(skinMatrix * vec4(v.position, 1.0));
mat3 skinMat3 = mat3(skinMatrix);
v.normal = skinMat3 * v.normal;
v.tangent.xyz = skinMat3 * v.tangent.xyz; // don't transform tangent.w
pcs.outputBuffer.vertices[index] = v;
}