2022-06-14 00:32:33 +00:00
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// If using this WGSL snippet as an #import, a dedicated
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2022-03-29 18:31:13 +00:00
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// "joint_matricies" uniform of type SkinnedMesh must be added in the
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// main shader.
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#define_import_path bevy_pbr::skinning
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2022-06-14 00:32:33 +00:00
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/// HACK: This works around naga not supporting matrix addition in SPIR-V
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2022-03-29 18:31:13 +00:00
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// translations. See https://github.com/gfx-rs/naga/issues/1527
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fn add_matrix(
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a: mat4x4<f32>,
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b: mat4x4<f32>,
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) -> mat4x4<f32> {
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return mat4x4<f32>(
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2022-06-18 07:41:54 +00:00
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a[0] + b[0],
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a[1] + b[1],
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a[2] + b[2],
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a[3] + b[3],
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2022-03-29 18:31:13 +00:00
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);
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}
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fn skin_model(
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indexes: vec4<u32>,
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weights: vec4<f32>,
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) -> mat4x4<f32> {
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var matrix = weights.x * joint_matrices.data[indexes.x];
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matrix = add_matrix(matrix, weights.y * joint_matrices.data[indexes.y]);
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matrix = add_matrix(matrix, weights.z * joint_matrices.data[indexes.z]);
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return add_matrix(matrix, weights.w * joint_matrices.data[indexes.w]);
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}
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fn inverse_transpose_3x3(in: mat3x3<f32>) -> mat3x3<f32> {
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2022-06-18 07:41:54 +00:00
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let x = cross(in[1], in[2]);
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let y = cross(in[2], in[0]);
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let z = cross(in[0], in[1]);
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let det = dot(in[2], z);
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2022-03-29 18:31:13 +00:00
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return mat3x3<f32>(
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x / det,
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y / det,
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z / det
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);
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}
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fn skin_normals(
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model: mat4x4<f32>,
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normal: vec3<f32>,
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) -> vec3<f32> {
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return inverse_transpose_3x3(mat3x3<f32>(
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model[0].xyz,
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model[1].xyz,
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model[2].xyz
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)) * normal;
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}
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