#[compute] #version 450 #VERSION_DEFINES layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout(set = 0, binding = 1, std430) buffer restrict writeonly DstVertexData { uint data[]; } dst_vertices; layout(set = 0, binding = 2, std430) buffer restrict readonly BlendShapeWeights { float data[]; } blend_shape_weights; layout(set = 1, binding = 0, std430) buffer restrict readonly SrcVertexData { uint data[]; } src_vertices; layout(set = 1, binding = 1, std430) buffer restrict readonly BoneWeightData { uint data[]; } src_bone_weights; layout(set = 1, binding = 2, std430) buffer restrict readonly BlendShapeData { uint data[]; } src_blend_shapes; layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData { vec4 data[]; } bone_transforms; layout(push_constant, std430) uniform Params { bool has_normal; bool has_tangent; bool has_skeleton; bool has_blend_shape; uint vertex_count; uint vertex_stride; uint skin_stride; uint skin_weight_offset; uint blend_shape_count; bool normalized_blend_shapes; uint pad0; uint pad1; } params; vec4 decode_abgr_2_10_10_10(uint base) { uvec4 abgr_2_10_10_10 = (uvec4(base) >> uvec4(0, 10, 20, 30)) & uvec4(0x3FF, 0x3FF, 0x3FF, 0x3); return vec4(abgr_2_10_10_10) / vec4(1023.0, 1023.0, 1023.0, 3.0) * 2.0 - 1.0; } uint encode_abgr_2_10_10_10(vec4 base) { uvec4 abgr_2_10_10_10 = uvec4(clamp(ivec4((base * 0.5 + 0.5) * vec4(1023.0, 1023.0, 1023.0, 3.0)), ivec4(0), ivec4(0x3FF, 0x3FF, 0x3FF, 0x3))) << uvec4(0, 10, 20, 30); return abgr_2_10_10_10.x | abgr_2_10_10_10.y | abgr_2_10_10_10.z | abgr_2_10_10_10.w; } void main() { uint index = gl_GlobalInvocationID.x; if (index >= params.vertex_count) { return; } uint src_offset = index * params.vertex_stride; #ifdef MODE_2D vec2 vertex = uintBitsToFloat(uvec2(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1])); if (params.has_blend_shape) { float blend_total = 0.0; vec2 blend_vertex = vec2(0.0); for (uint i = 0; i < params.blend_shape_count; i++) { float w = blend_shape_weights.data[i]; if (abs(w) > 0.0001) { uint base_offset = (params.vertex_count * i + index) * params.vertex_stride; blend_vertex += uintBitsToFloat(uvec2(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1])) * w; base_offset += 2; blend_total += w; } } if (params.normalized_blend_shapes) { vertex = (1.0 - blend_total) * vertex; } vertex += blend_vertex; } if (params.has_skeleton) { uint skin_offset = params.skin_stride * index; uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]); uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3; skin_offset += params.skin_weight_offset; uvec2 weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]); vec2 weights_01 = unpackUnorm2x16(weights.x); vec2 weights_23 = unpackUnorm2x16(weights.y); mat4 m = mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x; m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y; m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x; m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y; //reverse order because its transposed vertex = (vec4(vertex, 0.0, 1.0) * m).xy; } #else vec3 vertex; vec3 normal; vec4 tangent; vertex = uintBitsToFloat(uvec3(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1], src_vertices.data[src_offset + 2])); src_offset += 3; if (params.has_normal) { normal = decode_abgr_2_10_10_10(src_vertices.data[src_offset]).rgb; src_offset++; } if (params.has_tangent) { tangent = decode_abgr_2_10_10_10(src_vertices.data[src_offset]); } if (params.has_blend_shape) { float blend_total = 0.0; vec3 blend_vertex = vec3(0.0); vec3 blend_normal = vec3(0.0); vec3 blend_tangent = vec3(0.0); for (uint i = 0; i < params.blend_shape_count; i++) { float w = blend_shape_weights.data[i]; if (abs(w) > 0.0001) { uint base_offset = (params.vertex_count * i + index) * params.vertex_stride; blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w; base_offset += 3; if (params.has_normal) { blend_normal += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w; base_offset++; } if (params.has_tangent) { blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w; } blend_total += w; } } if (params.normalized_blend_shapes) { vertex = (1.0 - blend_total) * vertex; normal = (1.0 - blend_total) * normal; tangent.rgb = (1.0 - blend_total) * tangent.rgb; } vertex += blend_vertex; normal = normalize(normal + blend_normal); tangent.rgb = normalize(tangent.rgb + blend_tangent); } if (params.has_skeleton) { uint skin_offset = params.skin_stride * index; uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]); uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3; skin_offset += params.skin_weight_offset; uvec2 weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]); vec2 weights_01 = unpackUnorm2x16(weights.x); vec2 weights_23 = unpackUnorm2x16(weights.y); mat4 m = mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x; m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], bone_transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y; m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], bone_transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x; m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y; if (params.skin_weight_offset == 4) { //using 8 bones/weights skin_offset = params.skin_stride * index + 2; bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]); bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3; skin_offset += params.skin_weight_offset; weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]); weights_01 = unpackUnorm2x16(weights.x); weights_23 = unpackUnorm2x16(weights.y); m += mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x; m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], bone_transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y; m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], bone_transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x; m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y; } //reverse order because its transposed vertex = (vec4(vertex, 1.0) * m).xyz; normal = normalize((vec4(normal, 0.0) * m).xyz); tangent.xyz = normalize((vec4(tangent.xyz, 0.0) * m).xyz); } uint dst_offset = index * params.vertex_stride; uvec3 uvertex = floatBitsToUint(vertex); dst_vertices.data[dst_offset + 0] = uvertex.x; dst_vertices.data[dst_offset + 1] = uvertex.y; dst_vertices.data[dst_offset + 2] = uvertex.z; dst_offset += 3; if (params.has_normal) { dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(vec4(normal, 0.0)); dst_offset++; } if (params.has_tangent) { dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(tangent); } #endif }