8 float3 out_position = float3(0, 0, 0);
9 for (
uint idx = inVertexIndex * cHairNumSVertexInfluences, idx_end = idx + cHairNumSVertexInfluences; idx < idx_end; ++idx)
11 JPH_HairSVertexInfluence inf = gSVertexInfluences[idx];
12 JPH_HairPosition sim_vtx = gPositions[inf.mVertexIndex];
13 out_position += inf.mWeight * (sim_vtx.mPosition +
JPH_QuatMulVec3(sim_vtx.mRotation, inf.mRelativePosition));