
# Objective - Update wgpu to 0.13 - ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now - Also update parking_lot to 0.12 and naga to 0.9 ## Solution - Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax - Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes - fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
39 lines
965 B
WebGPU Shading Language
39 lines
965 B
WebGPU Shading Language
// If using this WGSL snippet as an #import, a dedicated
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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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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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return weights.x * joint_matrices.data[indexes.x]
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+ weights.y * joint_matrices.data[indexes.y]
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+ weights.z * joint_matrices.data[indexes.z]
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+ 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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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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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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