struct ModelGlobals {
mvp: mat4x4<f32>,
model: mat4x4<f32>,
};
// Group 0: Globals (only ModelGlobals needed for shadow)
@group(0) @binding(0) var<uniform> model_globals: ModelGlobals;
// Group 1: Bones (was Group 2 in full shader, but shadow pipeline only uses Groups 0,1)
@group(1) @binding(0) var<uniform> bone_matrices: array<mat4x4<f32>, 256>;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(3) joint_indices: vec4<u32>,
@location(4) joint_weights: vec4<f32>,
};
struct VertexInputInstanced {
@location(0) position: vec3<f32>,
@location(3) joint_indices: vec4<u32>,
@location(4) joint_weights: vec4<f32>,
@location(5) instance_mat_0: vec4<f32>,
@location(6) instance_mat_1: vec4<f32>,
@location(7) instance_mat_2: vec4<f32>,
@location(8) instance_mat_3: vec4<f32>,
};
fn identity_mat4() -> mat4x4<f32> {
return mat4x4<f32>(
vec4<f32>(1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0)
);
}
fn skin_matrix(joint_indices: vec4<u32>, joint_weights: vec4<f32>) -> mat4x4<f32> {
let total_weight = joint_weights.x + joint_weights.y + joint_weights.z + joint_weights.w;
if (total_weight <= 0.0) {
return identity_mat4();
}
return
joint_weights.x * bone_matrices[joint_indices.x] +
joint_weights.y * bone_matrices[joint_indices.y] +
joint_weights.z * bone_matrices[joint_indices.z] +
joint_weights.w * bone_matrices[joint_indices.w];
}
@vertex
fn vs_main(model: VertexInput) -> @builtin(position) vec4<f32> {
return model_globals.mvp * skin_matrix(model.joint_indices, model.joint_weights) * vec4<f32>(model.position, 1.0);
}
@vertex
fn vs_main_instanced(model: VertexInputInstanced) -> @builtin(position) vec4<f32> {
let instance_mat = mat4x4<f32>(
model.instance_mat_0,
model.instance_mat_1,
model.instance_mat_2,
model.instance_mat_3,
);
return model_globals.mvp * instance_mat * skin_matrix(model.joint_indices, model.joint_weights) * vec4<f32>(model.position, 1.0);
}