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lovr/etc/shaders/blender.comp

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#version 460
#extension GL_GOOGLE_include_directive : require
#include "lovr.glsl"
layout(local_size_x = 32, local_size_x_id = 0) in;
layout(push_constant) uniform PushConstants {
uint baseVertex;
uint vertexCount;
uint blendShapeCount;
uint baseBlendVertex;
};
struct ModelVertex {
float px, py, pz;
float nx, ny, nz;
float u, v;
uint color;
float tx, ty, tz;
};
struct BlendVertex {
float px, py, pz;
float nx, ny, nz;
float tx, ty, tz;
};
layout(set = 0, binding = 0) buffer restrict readonly VertexIn { ModelVertex vertexIn[]; };
layout(set = 0, binding = 1) buffer restrict writeonly VertexOut { ModelVertex vertexOut[]; };
layout(set = 0, binding = 2) buffer restrict readonly BlendVertices { BlendVertex blendVertex[]; };
layout(set = 0, binding = 3) uniform Weights { vec4 weights[32]; };
void lovrmain() {
if (GlobalThreadID.x >= vertexCount) return;
uint vertexIndex = baseVertex + GlobalThreadID.x;
uint blendVertexIndex = baseBlendVertex + GlobalThreadID.x;
vertexOut[vertexIndex] = vertexIn[vertexIndex];
for (uint i = 0; i < blendShapeCount; i++, blendVertexIndex += vertexCount) {
float weight = weights[i / 4][i % 4];
if (weight == 0.) {
continue;
}
vertexOut[vertexIndex].px += blendVertex[blendVertexIndex].px * weight;
vertexOut[vertexIndex].py += blendVertex[blendVertexIndex].py * weight;
vertexOut[vertexIndex].pz += blendVertex[blendVertexIndex].pz * weight;
vertexOut[vertexIndex].nx += blendVertex[blendVertexIndex].nx * weight;
vertexOut[vertexIndex].ny += blendVertex[blendVertexIndex].ny * weight;
vertexOut[vertexIndex].nz += blendVertex[blendVertexIndex].nz * weight;
vertexOut[vertexIndex].tx += blendVertex[blendVertexIndex].tx * weight;
vertexOut[vertexIndex].ty += blendVertex[blendVertexIndex].ty * weight;
vertexOut[vertexIndex].tz += blendVertex[blendVertexIndex].tz * weight;
}
}