96 lines
3.1 KiB
WebGPU Shading Language
96 lines
3.1 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::skinning
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#import bevy_pbr::mesh_types::SkinnedMesh
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#import bevy_pbr::mesh_bindings::mesh
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#ifdef SKINNED
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#ifdef SKINS_USE_UNIFORM_BUFFERS
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@group(2) @binding(1) var<uniform> joint_matrices: SkinnedMesh;
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#else // SKINS_USE_UNIFORM_BUFFERS
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@group(2) @binding(1) var<storage> joint_matrices: array<mat4x4<f32>>;
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#endif // SKINS_USE_UNIFORM_BUFFERS
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// An array of matrices specifying the joint positions from the previous frame.
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//
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// This is used for motion vector computation.
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//
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// If this is the first frame, or we're otherwise prevented from using data from
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// the previous frame, this is simply the same as `joint_matrices` above.
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#ifdef SKINS_USE_UNIFORM_BUFFERS
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@group(2) @binding(6) var<uniform> prev_joint_matrices: SkinnedMesh;
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#else // SKINS_USE_UNIFORM_BUFFERS
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@group(2) @binding(6) var<storage> prev_joint_matrices: array<mat4x4<f32>>;
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#endif // SKINS_USE_UNIFORM_BUFFERS
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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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instance_index: u32,
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) -> mat4x4<f32> {
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#ifdef SKINS_USE_UNIFORM_BUFFERS
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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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#else // SKINS_USE_UNIFORM_BUFFERS
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var skin_index = mesh[instance_index].current_skin_index;
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return weights.x * joint_matrices[skin_index + indexes.x]
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+ weights.y * joint_matrices[skin_index + indexes.y]
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+ weights.z * joint_matrices[skin_index + indexes.z]
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+ weights.w * joint_matrices[skin_index + indexes.w];
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#endif // SKINS_USE_UNIFORM_BUFFERS
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}
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// Returns the skinned position of a vertex with the given weights from the
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// previous frame.
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//
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// This is used for motion vector computation.
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fn skin_prev_model(
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indexes: vec4<u32>,
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weights: vec4<f32>,
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instance_index: u32,
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) -> mat4x4<f32> {
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#ifdef SKINS_USE_UNIFORM_BUFFERS
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return weights.x * prev_joint_matrices.data[indexes.x]
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+ weights.y * prev_joint_matrices.data[indexes.y]
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+ weights.z * prev_joint_matrices.data[indexes.z]
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+ weights.w * prev_joint_matrices.data[indexes.w];
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#else // SKINS_USE_UNIFORM_BUFFERS
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let skin_index = mesh[instance_index].current_skin_index;
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return weights.x * prev_joint_matrices[skin_index + indexes.x]
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+ weights.y * prev_joint_matrices[skin_index + indexes.y]
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+ weights.z * prev_joint_matrices[skin_index + indexes.z]
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+ weights.w * prev_joint_matrices[skin_index + indexes.w];
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#endif // SKINS_USE_UNIFORM_BUFFERS
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}
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fn inverse_transpose_3x3m(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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world_from_local: mat4x4<f32>,
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normal: vec3<f32>,
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) -> vec3<f32> {
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return normalize(
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inverse_transpose_3x3m(
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mat3x3<f32>(
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world_from_local[0].xyz,
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world_from_local[1].xyz,
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world_from_local[2].xyz
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)
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) * normal
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);
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}
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#endif
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