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skinning.wgsl

Import path

Bindings

joint_matrices

#

Shader defs requirments:

🟢 SKINNED, 🟢 SKINS_USE_UNIFORM_BUFFERS

@group(1)
@binding(1)
var<uniform> joint_matrices: SkinnedMesh

joint_matrices

#

Shader defs requirments:

🟢 SKINNED, šŸ”“ SKINS_USE_UNIFORM_BUFFERS

@group(1)
@binding(1)
var<storage> joint_matrices: array<mat4x4<f32>>

prev_joint_matrices

#

Shader defs requirments:

🟢 SKINNED, 🟢 SKINS_USE_UNIFORM_BUFFERS

@group(1)
@binding(6)
var<uniform> prev_joint_matrices: SkinnedMesh

prev_joint_matrices

#

Shader defs requirments:

🟢 SKINNED, šŸ”“ SKINS_USE_UNIFORM_BUFFERS

@group(1)
@binding(6)
var<storage> prev_joint_matrices: array<mat4x4<f32>>

Functions

skin_model

#

Shader defs requirments:

🟢 SKINNED

fn skin_model (
indexes: vec4<u32>
weights: vec4<f32>
instance_index: u32
) -> mat4x4<f32>

skin_prev_model

#

Shader defs requirments:

🟢 SKINNED

This is used for motion vector computation.

fn skin_prev_model (
indexes: vec4<u32>
weights: vec4<f32>
instance_index: u32
) -> mat4x4<f32>

inverse_transpose_3x3m

#

Shader defs requirments:

🟢 SKINNED

fn inverse_transpose_3x3m ( ) -> mat3x3<f32>

skin_normals

#

Shader defs requirments:

🟢 SKINNED

fn skin_normals (
world_from_local: mat4x4<f32>
) -> vec3<f32>