135 lines
5.4 KiB
Metal
135 lines
5.4 KiB
Metal
/**
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* Copyright (c) 2019 Razeware LLC
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
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* distribute, sublicense, create a derivative work, and/or sell copies of the
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* Software in any work that is designed, intended, or marketed for pedagogical or
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* instructional purposes related to programming, coding, application development,
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* or information technology. Permission for such use, copying, modification,
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* merger, publication, distribution, sublicensing, creation of derivative works,
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* or sale is expressly withheld.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <metal_stdlib>
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using namespace metal;
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#import "Common.h"
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constant bool hasColorTexture [[function_constant(0)]];
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constant bool hasNormalTexture [[function_constant(1)]];
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constant bool hasRoughnessTexture [[function_constant(2)]];
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constant bool hasMetallicTexture [[function_constant(3)]];
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constant bool hasAOTexture [[function_constant(4)]];
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struct VertexOut {
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float4 position [[position]];
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float3 worldPosition;
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float3 worldNormal;
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float2 uv;
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float3 worldTangent;
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float3 worldBitangent;
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};
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fragment float4 fragment_IBL(VertexOut in [[stage_in]],
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sampler textureSampler [[sampler(0)]],
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constant Material &material [[buffer(BufferIndexMaterials)]],
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constant FragmentUniforms &fragmentUniforms [[buffer(BufferIndexFragmentUniforms)]],
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texture2d<float> baseColorTexture [[texture(0), function_constant(hasColorTexture)]],
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texture2d<float> normalTexture [[texture(1), function_constant(hasNormalTexture)]],
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texture2d<float> roughnessTexture [[texture(2), function_constant(hasRoughnessTexture)]],
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texture2d<float> metallicTexture [[texture(3), function_constant(hasMetallicTexture)]],
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texture2d<float> aoTexture [[texture(4), function_constant(hasAOTexture)]],
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texturecube<float> skybox [[texture(BufferIndexSkybox)]],
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texturecube<float> skyboxDiffuse [[texture(BufferIndexSkyboxDiffuse)]],
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texture2d<float> brdfLut [[texture(BufferIndexBRDFLut)]]
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){
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// extract color
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float3 baseColor;
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if (hasColorTexture) {
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float4 color = baseColorTexture.sample(textureSampler,
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in.uv * fragmentUniforms.tiling);
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if (color.a < 0.2) {
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discard_fragment();
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}
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baseColor = color.rgb;
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} else {
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baseColor = material.baseColor;
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}
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// extract metallic
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float metallic;
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if (hasMetallicTexture) {
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metallic = metallicTexture.sample(textureSampler, in.uv).r;
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} else {
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metallic = material.metallic;
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}
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// extract roughness
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float roughness;
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if (hasRoughnessTexture) {
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roughness = roughnessTexture.sample(textureSampler, in.uv).r;
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} else {
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roughness = material.roughness;
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}
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// extract ambient occlusion
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float ambientOcclusion;
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if (hasAOTexture) {
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ambientOcclusion = aoTexture.sample(textureSampler, in.uv).r;
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} else {
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ambientOcclusion = 1.0;
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}
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// normal map
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float3 normal;
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if (hasNormalTexture) {
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float3 normalValue = normalTexture.sample(textureSampler, in.uv * fragmentUniforms.tiling).xyz * 2.0 - 1.0;
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normal = in.worldNormal * normalValue.z
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+ in.worldTangent * normalValue.x
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+ in.worldBitangent * normalValue.y;
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} else {
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normal = in.worldNormal;
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}
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normal = normalize(normal);
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float4 diffuse = skyboxDiffuse.sample(textureSampler, normal);
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diffuse = mix(pow(diffuse, 0.3), diffuse, metallic);
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float3 viewDirection = in.worldPosition.xyz -
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fragmentUniforms.cameraPosition;
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float3 textureCoordinates = reflect(viewDirection, normal);
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constexpr sampler s(filter::linear, mip_filter::linear);
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float3 prefilteredColor = skybox.sample(s, textureCoordinates,
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level(roughness * 10)).rgb;
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float nDotV = saturate(dot(normal, normalize(-viewDirection)));
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float2 envBRDF = brdfLut.sample(s, float2(roughness, nDotV)).rg;
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float3 f0 = mix(0.04, baseColor.rgb, metallic);
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float3 specularIBL = f0 * envBRDF.r + envBRDF.g;
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float3 specular = prefilteredColor * specularIBL;
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float4 color = diffuse * float4(baseColor, 1) + float4(specular, 1);
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color *= ambientOcclusion;
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return color;
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}
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