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