Add input bindings for bone indices and weights

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Camden Dixie O'Brien committed 2025-10-02 03:59:16 +01:00
1 parent 998d5e88e1
commit 1aaf5a53b8
2 files changed
+14

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+12
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@@ -501,6 +501,18 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config, model_t model)
.format = VK_FORMAT_R32G32B32_SFLOAT,
.offset = offsetof(vertex_t, normal),
},
{
.binding = 0,
.location = 2,
.format = VK_FORMAT_R16G16B16A16_UINT,
.offset = offsetof(vertex_t, bones),
},
{
.binding = 0,
.location = 3,
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
.offset = offsetof(vertex_t, weights),
},
};
const VkPipelineVertexInputStateCreateInfo vertex_input_config = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
+2
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@@ -2,6 +2,8 @@
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in uvec4 bone_indices;
layout(location = 3) in vec4 weights;
layout(location = 0) out vec3 frag_normal;