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Seele/res/shaders/lib/SkinnedMeshVertexData.slang
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2023-11-09 22:15:51 +01:00

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import VertexData;
import Common;
import Scene;
struct SkinnedMeshVertexData : VertexData
{
SkinnedMeshVertexAttributes getAttributes(uint index, float4x4 transform)
{
StaticMeshVertexAttributes attr;
float4x4 boneTransform = float4x4(1.0f);
for(int i = 0; i < 4; ++i)
{
boneTransform += bones[boneIndices[i]] * boneWeights[i];
}
float4 localPos = mul(boneTransform, float4(positions[index], 1));
float4 worldPos = mul(transform, localPos);
float4 viewPos = mul(viewParams.viewMatrix, worldPos);
float4 clipPos = mul(viewParams.projectionMatrix, viewPos);
attr.clipPosition = clipPos;
attr.worldPosition = worldPos.xyz;
attr.texCoords = texCoords[index];
attr.normal = normals[index];
attr.tangent = tangents[index];
attr.biTangent = biTangents[index];
return attr;
}
StructuredBuffer<float3> positions;
StructuredBuffer<float2> texCoords;
StructuredBuffer<float3> normals;
StructuredBuffer<float3> tangents;
StructuredBuffer<float3> biTangents;
StructuredBuffer<int4> boneIndices;
StructuredBuffer<float4> boneWeights;
StructuredBuffer<float4x4> bones;
}