// /** * Copyright (c) 2019 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; #import "Common.h" struct VertexIn { float4 position [[attribute(Position)]]; float3 normal [[attribute(Normal)]]; float2 uv [[attribute(UV)]]; }; struct VertexOut { float4 position [[position]]; float3 worldPosition; float3 worldNormal; float2 uv; }; vertex VertexOut vertex_nature(const VertexIn vertexIn [[stage_in]], constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]], constant NatureInstance *instances [[buffer(BufferIndexInstances)]], uint instanceID [[instance_id]] ) { NatureInstance instance = instances[instanceID]; VertexOut out; float4 position = vertexIn.position; float3 normal = vertexIn.normal; out.position = uniforms.projectionMatrix * uniforms.viewMatrix * uniforms.modelMatrix * instance.modelMatrix * position; out.worldPosition = (uniforms.modelMatrix * position * instance.modelMatrix).xyz; out.worldNormal = uniforms.normalMatrix * instance.normalMatrix * normal; out.uv = vertexIn.uv; return out; } constant float3 sunlight = float3(2, 4, -4); fragment float4 fragment_nature(VertexOut in [[stage_in]], texture2d baseColorTexture [[texture(0)]], constant FragmentUniforms &fragmentUniforms [[buffer(BufferIndexFragmentUniforms)]] ){ constexpr sampler s(filter::linear); float4 baseColor = baseColorTexture.sample(s, in.uv); float3 normal = normalize(in.worldNormal); float3 lightDirection = normalize(sunlight); float diffuseIntensity = saturate(dot(lightDirection, normal)); float4 color = mix(baseColor*0.5, baseColor*1.5, diffuseIntensity); return color; }