// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2026 Jorrit Rouwe // SPDX-License-Identifier: MIT #include "HairApplyGlobalPoseBindings.h" #include "HairCommon.h" #include "HairApplyGlobalPose.h" JPH_SHADER_FUNCTION_BEGIN(void, main, cHairPerVertexBatch, 1, 1) JPH_SHADER_PARAM_THREAD_ID(tid) JPH_SHADER_FUNCTION_END { // Check if this is a valid vertex uint vtx = tid.x + cNumStrands; // Skip the root of each strand, it's fixed if (vtx >= cNumVertices) return; if (IsVertexFixed(gVerticesFixed, vtx)) return; // Load the material uint strand_idx = vtx % cNumStrands; JPH_HairMaterial material = gMaterials[GetStrandMaterialIndex(gStrandMaterialIndex, strand_idx)]; // Load the vertex float strand_fraction = GetVertexStrandFraction(gStrandFractions, vtx); float3 initial_pos = gInitialPositions[vtx]; float4 initial_bishop = JPH_QuatDecompress(gInitialBishops[vtx]); JPH_HairGlobalPoseTransform global_pose_transform = gGlobalPoseTransforms[strand_idx]; // Only apply global pose JPH_HairPosition pos; pos.mPosition = float3(0, 0, 0); pos.mRotation = float4(0, 0, 0, 0); ApplyGlobalPose(pos, initial_pos, initial_bishop, global_pose_transform, material, strand_fraction); // Write back vertex gPositions[vtx] = pos; }