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 {
light_view_projection: mat4x4<f32>,
}
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 = skinned_position;
let clip_pos = uniforms.light_view_projection * vec4<f32>(world_pos, 1.0);
var out: VertexOutput;
out.position = clip_pos;
return out;
}
@fragment
fn fs_main(in: VertexOutput) {
}