// Skinned depth-only vertex stage for the shadow cast pipeline.
//
// Replaces the vertex stage of `shadow.wgsl` for skinned meshes. The pipeline
// has no fragment stage. Same skin data layout as `mesh_skinned.wgsl`.
struct ShadowVP {
light_view_proj: mat4x4<f32>,
};
@group(0) @binding(0) var<uniform> shadow_vp: ShadowVP;
// Only the model matrix from the per-object uniform is referenced here. The
// buffer bound at group 1 binding 0 is the full ObjectUniform; this shader's
// struct is allowed to be smaller because min_binding_size is None on the
// object bind group layout.
struct Object {
model: mat4x4<f32>,
};
@group(1) @binding(0) var<uniform> object: Object;
// Field order matches `PackedSkinVertex` in `src/resources/skin.rs` (and the
// `SkinVertex` struct in `mesh_skinned.wgsl`): weights first so the vec4
// sits on a 16-byte boundary with no leading padding, joint pairs after.
struct SkinVertex {
weights: vec4<f32>,
joints_01: u32,
joints_23: u32,
};
@group(2) @binding(0) var<storage, read> skin_weights: array<SkinVertex>;
@group(2) @binding(1) var<storage, read> skin_palette: array<mat4x4<f32>>;
struct VertexIn {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) colour: vec4<f32>,
@location(3) uv: vec2<f32>,
@location(4) tangent: vec4<f32>,
@builtin(vertex_index) vertex_index: u32,
};
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
};
fn unpack_joint(skin: SkinVertex, slot: u32) -> u32 {
if slot == 0u { return skin.joints_01 & 0xFFFFu; }
if slot == 1u { return (skin.joints_01 >> 16u) & 0xFFFFu; }
if slot == 2u { return skin.joints_23 & 0xFFFFu; }
return (skin.joints_23 >> 16u) & 0xFFFFu;
}
fn skin_matrix(vertex_index: u32) -> mat4x4<f32> {
let s = skin_weights[vertex_index];
return skin_palette[unpack_joint(s, 0u)] * s.weights.x
+ skin_palette[unpack_joint(s, 1u)] * s.weights.y
+ skin_palette[unpack_joint(s, 2u)] * s.weights.z
+ skin_palette[unpack_joint(s, 3u)] * s.weights.w;
}
@vertex
fn vs_main(in: VertexIn) -> VertexOut {
var out: VertexOut;
let skin = skin_matrix(in.vertex_index);
let local_pos = (skin * vec4<f32>(in.position, 1.0)).xyz;
let world = object.model * vec4<f32>(local_pos, 1.0);
out.clip_pos = shadow_vp.light_view_proj * world;
return out;
}