dawn-cmake/test/benchmark/skinned-shadowed-pbr-vertex...

99 lines
2.7 KiB
WebGPU Shading Language

struct VertexInput {
@location(0)
position : vec4<f32>;
@location(1)
normal : vec3<f32>;
@location(2)
tangent : vec4<f32>;
@location(3)
texcoord : vec2<f32>;
@location(6)
joints : vec4<u32>;
@location(7)
weights : vec4<f32>;
@location(8)
instance0 : vec4<f32>;
@location(9)
instance1 : vec4<f32>;
@location(10)
instance2 : vec4<f32>;
@location(11)
instance3 : vec4<f32>;
@location(12)
instanceColor : vec4<f32>;
}
struct VertexOutput {
@builtin(position)
position : vec4<f32>;
@location(0)
worldPos : vec3<f32>;
@location(1)
view : vec3<f32>;
@location(2)
texcoord : vec2<f32>;
@location(3)
texcoord2 : vec2<f32>;
@location(4)
color : vec4<f32>;
@location(5)
instanceColor : vec4<f32>;
@location(6)
normal : vec3<f32>;
@location(7)
tangent : vec3<f32>;
@location(8)
bitangent : vec3<f32>;
}
struct Camera {
projection : mat4x4<f32>;
inverseProjection : mat4x4<f32>;
view : mat4x4<f32>;
position : vec3<f32>;
time : f32;
outputSize : vec2<f32>;
zNear : f32;
zFar : f32;
}
@binding(0) @group(0) var<uniform> camera : Camera;
fn getInstanceMatrix(input : VertexInput) -> mat4x4<f32> {
return mat4x4(input.instance0, input.instance1, input.instance2, input.instance3);
}
struct Joints {
matrices : array<mat4x4<f32>>;
}
@binding(1) @group(0) var<storage, read> joint : Joints;
@binding(2) @group(0) var<storage, read> inverseBind : Joints;
fn getSkinMatrix(input : VertexInput) -> mat4x4<f32> {
let joint0 = (joint.matrices[input.joints.x] * inverseBind.matrices[input.joints.x]);
let joint1 = (joint.matrices[input.joints.y] * inverseBind.matrices[input.joints.y]);
let joint2 = (joint.matrices[input.joints.z] * inverseBind.matrices[input.joints.z]);
let joint3 = (joint.matrices[input.joints.w] * inverseBind.matrices[input.joints.w]);
let skinMatrix = ((((joint0 * input.weights.x) + (joint1 * input.weights.y)) + (joint2 * input.weights.z)) + (joint3 * input.weights.w));
return skinMatrix;
}
@stage(vertex)
fn vertexMain(input : VertexInput) -> VertexOutput {
var output : VertexOutput;
let modelMatrix = getSkinMatrix(input);
output.normal = normalize(((modelMatrix * vec4(input.normal, 0.0))).xyz);
output.tangent = normalize(((modelMatrix * vec4(input.tangent.xyz, 0.0))).xyz);
output.bitangent = (cross(output.normal, output.tangent) * input.tangent.w);
output.color = vec4(1.0);
output.texcoord = input.texcoord;
output.instanceColor = input.instanceColor;
let modelPos = (modelMatrix * input.position);
output.worldPos = modelPos.xyz;
output.view = (camera.position - modelPos.xyz);
output.position = ((camera.projection * camera.view) * modelPos);
return output;
}