#version 450 #pragma shader_stage(compute) layout (local_size_x = 32, local_size_y = 1, local_size_z = 1) in; #define COMPUTE 1 #include "../../common/macros.h" #include "../../common/structs.h" uvec4 uvec2_16x4( uvec2 i ) { uvec4 converted; converted.x = (i.x >> 0) & 0xFFFF; converted.y = (i.x >> 16) & 0xFFFF; converted.z = (i.y >> 0) & 0xFFFF; converted.w = (i.y >> 16) & 0xFFFF; return converted; } layout (binding = 0) uniform UBO { uint jointID; uint padding1; uint padding2; uint padding3; } ubo; layout (std140, binding = 1) readonly buffer Joints { mat4 joints[]; }; layout (binding = 2) readonly buffer VertexInput { Vertex verticesIn[]; }; layout (binding = 3) buffer VertexOutput { Vertex verticesOut[]; }; void main() { const uint i = gl_GlobalInvocationID.x; if ( i >= verticesIn.length() || i >= verticesOut.length() ) return; const vec3 inPos = verticesIn[i].position; const uvec4 inJoints = uvec2_16x4(verticesIn[i].joints); const vec4 inWeights = verticesIn[i].weights; const mat4 skinned = inWeights.x * joints[ubo.jointID + int(inJoints.x)] + inWeights.y * joints[ubo.jointID + int(inJoints.y)] + inWeights.z * joints[ubo.jointID + int(inJoints.z)] + inWeights.w * joints[ubo.jointID + int(inJoints.w)]; verticesOut[i].position = vec3(skinned * vec4(verticesIn[i].position,1)); }