// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2026 Jorrit Rouwe // SPDX-License-Identifier: MIT float3 SkinRenderVertex(uint inVertexIndex) { // Calculating resulting render position float3 out_position = float3(0, 0, 0); for (uint idx = inVertexIndex * cHairNumSVertexInfluences, idx_end = idx + cHairNumSVertexInfluences; idx < idx_end; ++idx) { JPH_HairSVertexInfluence inf = gSVertexInfluences[idx]; JPH_HairPosition sim_vtx = gPositions[inf.mVertexIndex]; out_position += inf.mWeight * (sim_vtx.mPosition + JPH_QuatMulVec3(sim_vtx.mRotation, inf.mRelativePosition)); } return out_position; }