MetalByTutorials/10-trees-and-fog/final/post-processing.playground/Resources/Shaders.metal

127 lines
4.4 KiB
Metal
Executable File

/**
* 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 <metal_stdlib>
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<float> 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<float> 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<float> 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;
}