engine/bin/data/shaders/graph/skinning/skinning.deinterleaved.comp.glsl

64 lines
1.8 KiB
GLSL

#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 VertexInputPosition {
/*vec3 verticesInPos[];*/
float verticesInPos[];
};
layout (binding = 3) readonly buffer VertexInputJoints {
uvec2 verticesInJoints[];
};
layout (binding = 4) readonly buffer VertexInputWeights {
vec4 verticesInWeights[];
};
layout (binding = 5) buffer VertexOutputPosition {
/*vec3 verticesOutPos[];*/
float verticesOutPos[];
};
void main() {
const uint i = gl_GlobalInvocationID.x;
if ( i * 3 >= verticesInPos.length() || i * 3 >= verticesOutPos.length() ) return;
const vec3 inPos = vec3( verticesInPos[i * 3 + 0], verticesInPos[i * 3 + 1], verticesInPos[i * 3 + 2] );
const uvec4 inJoints = uvec2_16x4(verticesInJoints[i]);
const vec4 inWeights = verticesInWeights[i];
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)];
const vec3 outPos = vec3(skinned * vec4(inPos, 1));
verticesOutPos[i * 3 + 0] = outPos[0];
verticesOutPos[i * 3 + 1] = outPos[1];
verticesOutPos[i * 3 + 2] = outPos[2];
}