MetalByTutorials/13-procedural-generation/projects/starter/procedural/Procedural/Metal Shaders/Nature.metal

87 lines
3.4 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(Position)]];
float3 normal [[attribute(Normal)]];
float2 uv [[attribute(UV)]];
};
struct VertexOut {
float4 position [[position]];
float3 worldPosition;
float3 worldNormal;
float2 uv;
};
vertex VertexOut vertex_nature(const VertexIn vertexIn [[stage_in]],
constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]],
constant NatureInstance *instances [[buffer(BufferIndexInstances)]],
uint instanceID [[instance_id]] ) {
NatureInstance instance = instances[instanceID];
VertexOut out;
float4 position = vertexIn.position;
float3 normal = vertexIn.normal;
out.position = uniforms.projectionMatrix * uniforms.viewMatrix
* uniforms.modelMatrix * instance.modelMatrix * position;
out.worldPosition = (uniforms.modelMatrix * position
* instance.modelMatrix).xyz;
out.worldNormal = uniforms.normalMatrix * instance.normalMatrix * normal;
out.uv = vertexIn.uv;
return out;
}
constant float3 sunlight = float3(2, 4, -4);
fragment float4 fragment_nature(VertexOut in [[stage_in]],
texture2d<float> baseColorTexture [[texture(0)]],
constant FragmentUniforms &fragmentUniforms [[buffer(BufferIndexFragmentUniforms)]]
){
constexpr sampler s(filter::linear);
float4 baseColor = baseColorTexture.sample(s, in.uv);
float3 normal = normalize(in.worldNormal);
float3 lightDirection = normalize(sunlight);
float diffuseIntensity = saturate(dot(lightDirection, normal));
float4 color = mix(baseColor*0.5, baseColor*1.5, diffuseIntensity);
return color;
}