MetalByTutorials/13-procedural-generation/final/procedural/Procedural/Metal Shaders/Shaders.metal

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Metal

//
/**
* 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 <metal_stdlib>
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 Instances *instances [[buffer(BufferIndexInstances)]],
uint instanceID [[instance_id]],
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);
}
Instances instance = instances[instanceID];
VertexOut out {
.position = uniforms.projectionMatrix * uniforms.viewMatrix
* uniforms.modelMatrix * instance.modelMatrix * position,
.worldPosition = (uniforms.modelMatrix * instance.modelMatrix * position).xyz,
.worldNormal = uniforms.normalMatrix * instance.normalMatrix * normal.xyz,
.worldTangent = uniforms.normalMatrix * instance.normalMatrix * tangent.xyz,
.worldBitangent = uniforms.normalMatrix * instance.normalMatrix * bitangent.xyz,
.uv = vertexIn.uv
};
return out;
}
fragment float4 skyboxTest(VertexOut in [[stage_in]],
constant FragmentUniforms &fragmentUniforms
[[buffer(BufferIndexFragmentUniforms)]],
texturecube<float> 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;
}