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