bevy/crates/bevy_pbr/src/render/skinning.wgsl
François 814f8d1635 update wgpu to 0.13 (#5168)
# 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
2022-07-14 21:17:16 +00:00

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965 B
WebGPU Shading Language

// If using this WGSL snippet as an #import, a dedicated
// "joint_matricies" uniform of type SkinnedMesh must be added in the
// main shader.
#define_import_path bevy_pbr::skinning
fn skin_model(
indexes: vec4<u32>,
weights: vec4<f32>,
) -> mat4x4<f32> {
return weights.x * joint_matrices.data[indexes.x]
+ weights.y * joint_matrices.data[indexes.y]
+ weights.z * joint_matrices.data[indexes.z]
+ weights.w * joint_matrices.data[indexes.w];
}
fn inverse_transpose_3x3(in: mat3x3<f32>) -> mat3x3<f32> {
let x = cross(in[1], in[2]);
let y = cross(in[2], in[0]);
let z = cross(in[0], in[1]);
let det = dot(in[2], z);
return mat3x3<f32>(
x / det,
y / det,
z / det
);
}
fn skin_normals(
model: mat4x4<f32>,
normal: vec3<f32>,
) -> vec3<f32> {
return inverse_transpose_3x3(mat3x3<f32>(
model[0].xyz,
model[1].xyz,
model[2].xyz
)) * normal;
}