struct SkinnedVertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) tex_coords: vec2<f32>,
@location(3) tex_coords_1: vec2<f32>,
@location(4) tangent: vec4<f32>,
@location(5) color: vec4<f32>,
@location(6) joint_indices: vec4<u32>,
@location(7) joint_weights: vec4<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
};
struct Uniforms {
view: mat4x4<f32>,
projection: mat4x4<f32>,
snap_resolution: vec2<f32>,
snap_enabled: u32,
_padding: u32,
};
struct SkinnedObjectData {
transform_index: u32,
mesh_id: u32,
material_id: u32,
joint_offset: u32,
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var<storage, read> objects: array<SkinnedObjectData>;
@group(1) @binding(1)
var<storage, read> joint_matrices: array<mat4x4<f32>>;
@vertex
fn vs_main(
in: SkinnedVertexInput,
@builtin(instance_index) instance_index: u32,
) -> VertexOutput {
let object = objects[instance_index];
var skinned_position = vec3<f32>(0.0, 0.0, 0.0);
let joint_offset = object.joint_offset;
for (var index = 0u; index < 4u; index = index + 1u) {
let joint_index = in.joint_indices[index];
let joint_weight = in.joint_weights[index];
if (joint_weight > 0.0) {
let joint_matrix = joint_matrices[joint_offset + joint_index];
let transformed_pos = joint_matrix * vec4<f32>(in.position, 1.0);
skinned_position = skinned_position + transformed_pos.xyz * joint_weight;
}
}
let world_pos = vec4<f32>(skinned_position, 1.0);
var clip_pos = uniforms.projection * uniforms.view * world_pos;
if uniforms.snap_enabled == 1u {
let resolution = uniforms.snap_resolution;
let snapped_x = round(clip_pos.x * resolution.x / clip_pos.w) * clip_pos.w / resolution.x;
let snapped_y = round(clip_pos.y * resolution.y / clip_pos.w) * clip_pos.w / resolution.y;
clip_pos.x = snapped_x;
clip_pos.y = snapped_y;
}
var out: VertexOutput;
out.position = clip_pos;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) f32 {
return 1.0;
}