/** * Copyright (c) 2018 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include using namespace metal; struct VertexIn { float4 position [[attribute(0)]]; float3 normal [[attribute(1)]]; float2 uv [[attribute(2)]]; }; struct VertexOut { float4 position [[ position ]]; float3 normal; float2 uv; float4 color; }; vertex VertexOut vertex_main(const VertexIn vertex_in [[stage_in]], constant float4x4 &mvp_matrix [[buffer(1)]]) { VertexOut vertex_out; vertex_out.position = mvp_matrix * vertex_in.position; vertex_out.uv = vertex_in.uv; return vertex_out; } float4 fog(float4 position, float4 color) { float distance = position.z / position.w; float density = 0.2; float fog = 1.0 - clamp(exp(-density * distance), 0.0, 1.0); float4 fogColor = float4(1.0); color = mix(color, fogColor, fog); return color; } fragment float4 fragment_main(VertexOut vertex_in [[stage_in]], constant bool &fogEnabled [[buffer(1)]], texture2d texture [[texture(0)]]) { constexpr sampler s(filter::linear); float4 color = texture.sample(s, vertex_in.uv); if (fogEnabled) { color = fog(vertex_in.position, color); } return color; } vertex VertexOut vertex_light(const VertexIn vertex_in [[stage_in]], constant float4x4 &mvp_matrix [[buffer(1)]]) { VertexOut vertex_out; vertex_out.position = mvp_matrix * vertex_in.position; vertex_out.uv = vertex_in.uv; vertex_out.normal = (mvp_matrix * float4(vertex_in.normal, 0)).xyz; float3 light_direction = {1.0, 1.0, -1.0}; float4 light_color = float4(1.0); float intensity = dot(normalize(vertex_out.normal), normalize(light_direction)); vertex_out.color = saturate(light_color * intensity); return vertex_out; } fragment float4 fragment_tree(VertexOut vertex_in [[stage_in]], texture2d texture [[texture(0)]], constant bool &fogEnabled [[buffer(1)]], constant bool & transparencyEnabled [[buffer(0)]]) { constexpr sampler s(filter::linear); float4 color = texture.sample(s, vertex_in.uv); if (transparencyEnabled && color.a < 0.1) { discard_fragment(); } color *= vertex_in.color * 2; if (fogEnabled) { color = fog(vertex_in.position, color); } return color; } fragment float4 fragment_window(VertexOut vertex_in [[stage_in]], constant bool &fogEnabled [[buffer(1)]], constant bool &blendingEnabled [[buffer(0)]], texture2d texture [[texture(0)]]) { constexpr sampler s(filter::linear); float4 color = texture.sample(s, vertex_in.uv); if (blendingEnabled) { color.a = 0.5; } if (fogEnabled) { color = fog(vertex_in.position, color); } return color; }