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

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2.4 KiB
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"
struct VertexIn {
float4 position [[attribute(0)]];
};
struct VertexOut {
float4 position [[position]];
float3 textureCoordinates;
};
vertex VertexOut vertexSkybox(const VertexIn in [[stage_in]],
constant float4x4 &vp [[buffer(1)]]
){
VertexOut out;
out.position = (vp * in.position).xyww;
out.textureCoordinates = in.position.xyz;
return out;
}
fragment half4 fragmentSkybox(VertexOut in [[stage_in]],
texturecube<half> cubeTexture [[texture(BufferIndexSkybox)]]) {
constexpr sampler default_sampler(filter::linear);
half4 color = cubeTexture.sample(default_sampler,
in.textureCoordinates);
return color;
}