1#define_import_path bevy_pbr::skinning3#import bevy_pbr::mesh_types::SkinnedMesh5#ifdef SKINNED7@group(1) @binding(1) var<uniform> joint_matrices: SkinnedMesh;9// An array of matrices specifying the joint positions from the previous frame.10//11// This is used for motion vector computation.12//13// If this is the first frame, or we're otherwise prevented from using data from14// the previous frame, this is simply the same as `joint_matrices` above.15@group(1) @binding(6) var<uniform> prev_joint_matrices: SkinnedMesh;17fn skin_model(18 indexes: vec4<u32>,19 weights: vec4<f32>,20) -> mat4x4<f32> {21 return weights.x * joint_matrices.data[indexes.x]22 + weights.y * joint_matrices.data[indexes.y]23 + weights.z * joint_matrices.data[indexes.z]24 + weights.w * joint_matrices.data[indexes.w];25}27// Returns the skinned position of a vertex with the given weights from the28// previous frame.29//30// This is used for motion vector computation.31fn skin_prev_model(32 indexes: vec4<u32>,33 weights: vec4<f32>,34) -> mat4x4<f32> {35 return weights.x * prev_joint_matrices.data[indexes.x]36 + weights.y * prev_joint_matrices.data[indexes.y]37 + weights.z * prev_joint_matrices.data[indexes.z]38 + weights.w * prev_joint_matrices.data[indexes.w];39}41fn inverse_transpose_3x3m(in: mat3x3<f32>) -> mat3x3<f32> {42 let x = cross(in[1], in[2]);43 let y = cross(in[2], in[0]);44 let z = cross(in[0], in[1]);45 let det = dot(in[2], z);46 return mat3x3<f32>(47 x / det,48 y / det,49 z / det50 );51}53fn skin_normals(54 world_from_local: mat4x4<f32>,55 normal: vec3<f32>,56) -> vec3<f32> {57 return normalize(58 inverse_transpose_3x3m(59 mat3x3<f32>(60 world_from_local[0].xyz,61 world_from_local[1].xyz,62 world_from_local[2].xyz63 )64 ) * normal65 );66}68#endif