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