Skinning top-level property
dynamic
Skinning
getter/setter pair
Implementation
var Skinning = ShaderNode((inputs, builder) {
var position = inputs.position;
var normal = inputs.normal;
var index = inputs.index;
var weight = inputs.weight;
var bindMatrix = inputs.bindMatrix;
var bindMatrixInverse = inputs.bindMatrixInverse;
var boneMatrices = inputs.boneMatrices;
var boneMatX = element(boneMatrices, index.x);
var boneMatY = element(boneMatrices, index.y);
var boneMatZ = element(boneMatrices, index.z);
var boneMatW = element(boneMatrices, index.w);
// POSITION
var skinVertex = mul(bindMatrix, position);
var skinned = add(
mul(mul(boneMatX, skinVertex), weight.x),
mul(mul(boneMatY, skinVertex), weight.y),
mul(mul(boneMatZ, skinVertex), weight.z),
mul(mul(boneMatW, skinVertex), weight.w));
var skinPosition = mul(bindMatrixInverse, skinned).xyz;
// NORMAL
var skinMatrix = add(mul(weight.x, boneMatX), mul(weight.y, boneMatY),
mul(weight.z, boneMatZ), mul(weight.w, boneMatW));
skinMatrix = mul(mul(bindMatrixInverse, skinMatrix), bindMatrix);
var skinNormal = transformDirection(skinMatrix, normal).xyz;
// ASSIGNS
assign(position, skinPosition).build(builder);
assign(normal, skinNormal).build(builder);
});