// /** * 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" constant bool hasSkeleton [[function_constant(5)]]; struct VertexIn { float4 position [[attribute(Position)]]; float3 normal [[attribute(Normal)]]; float2 uv [[attribute(UV)]]; float3 tangent [[attribute(Tangent)]]; float3 bitangent [[attribute(Bitangent)]]; ushort4 joints [[attribute(Joints)]]; float4 weights [[attribute(Weights)]]; }; struct VertexOut { float4 position [[position]]; float3 worldPosition; float3 worldNormal; float3 worldTangent; float3 worldBitangent; float2 uv; }; vertex VertexOut vertex_main(const VertexIn vertexIn [[stage_in]], constant float4x4 *jointMatrices [[buffer(22), function_constant(hasSkeleton)]], constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]]) { float4 position = vertexIn.position; float4 normal = float4(vertexIn.normal, 0); float4 tangent = float4(vertexIn.tangent, 0); float4 bitangent = float4(vertexIn.bitangent, 0); if (hasSkeleton) { float4 weights = vertexIn.weights; ushort4 joints = vertexIn.joints; position = weights.x * (jointMatrices[joints.x] * position) + weights.y * (jointMatrices[joints.y] * position) + weights.z * (jointMatrices[joints.z] * position) + weights.w * (jointMatrices[joints.w] * position); normal = weights.x * (jointMatrices[joints.x] * normal) + weights.y * (jointMatrices[joints.y] * normal) + weights.z * (jointMatrices[joints.z] * normal) + weights.w * (jointMatrices[joints.w] * normal); tangent = weights.x * (jointMatrices[joints.x] * tangent) + weights.y * (jointMatrices[joints.y] * tangent) + weights.z * (jointMatrices[joints.z] * tangent) + weights.w * (jointMatrices[joints.w] * tangent); bitangent = weights.x * (jointMatrices[joints.x] * bitangent) + weights.y * (jointMatrices[joints.y] * bitangent) + weights.z * (jointMatrices[joints.z] * bitangent) + weights.w * (jointMatrices[joints.w] * bitangent); } VertexOut out { .position = uniforms.projectionMatrix * uniforms.viewMatrix * uniforms.modelMatrix * position, .worldPosition = (uniforms.modelMatrix * position).xyz, .worldNormal = uniforms.normalMatrix * normal.xyz, .worldTangent = uniforms.normalMatrix * tangent.xyz, .worldBitangent = uniforms.normalMatrix * bitangent.xyz, .uv = vertexIn.uv }; return out; } fragment float4 skyboxTest(VertexOut in [[stage_in]], constant FragmentUniforms &fragmentUniforms [[buffer(BufferIndexFragmentUniforms)]], texturecube skybox [[texture(BufferIndexSkybox)]]) { float3 viewDirection = in.worldPosition.xyz - fragmentUniforms.cameraPosition; float3 textureCoordinates = reflect(viewDirection, in.worldNormal); constexpr sampler defaultSampler(filter::linear); float4 color = skybox.sample(defaultSampler, textureCoordinates); float4 copper = float4(0.86, 0.7, 0.48, 1); color = color * copper; return color; }