metal-examples-tutorials/ARKit/arkitdemo/Shaders.metal

121 lines
5.1 KiB
Metal

#include <metal_stdlib>
using namespace metal;
typedef struct {
float2 position [[attribute(0)]];
float2 texCoord [[attribute(1)]];
} ImageVertex;
typedef struct {
float4 position [[position]];
float2 texCoord;
} ImageColorInOut;
typedef struct {
float4x4 projectionMatrix;
float4x4 viewMatrix;
float3 ambientLightColor;
float3 directionalLightDirection;
float3 directionalLightColor;
float materialShininess;
} SharedUniforms;
typedef struct {
float4x4 modelMatrix;
} InstanceUniforms;
vertex ImageColorInOut capturedImageVertexTransform(ImageVertex in [[stage_in]]) {
ImageColorInOut out;
out.position = float4(in.position, 0.0, 1.0);
out.texCoord = in.texCoord;
return out;
}
fragment float4 capturedImageFragmentShader(ImageColorInOut in [[stage_in]],
texture2d<float, access::sample> textureY [[ texture(1) ]],
texture2d<float, access::sample> textureCbCr [[ texture(2) ]]) {
constexpr sampler colorSampler(mip_filter::linear, mag_filter::linear, min_filter::linear);
const float4x4 ycbcrToRGBTransform = float4x4(float4(+1.0000f, +1.0000f, +1.0000f, +0.0000f),
float4(+0.0000f, -0.3441f, +1.7720f, +0.0000f),
float4(+1.4020f, -0.7141f, +0.0000f, +0.0000f),
float4(-0.7010f, +0.5291f, -0.8860f, +1.0000f));
float4 ycbcr = float4(textureY.sample(colorSampler, in.texCoord).r, textureCbCr.sample(colorSampler, in.texCoord).rg, 1.0);
return ycbcrToRGBTransform * ycbcr;
}
typedef struct {
float3 position [[attribute(0)]];
float2 texCoord [[attribute(1)]];
half3 normal [[attribute(2)]];
} Vertex;
typedef struct {
float4 position [[position]];
float4 color;
half3 eyePosition;
half3 normal;
} ColorInOut;
vertex ColorInOut anchorGeometryVertexTransform(Vertex in [[stage_in]],
constant SharedUniforms &sharedUniforms [[ buffer(3) ]],
constant InstanceUniforms *instanceUniforms [[ buffer(2) ]],
ushort vid [[vertex_id]],
ushort iid [[instance_id]]) {
ColorInOut out;
float4 position = float4(in.position, 1.0);
float4x4 modelMatrix = instanceUniforms[iid].modelMatrix;
float4x4 modelViewMatrix = sharedUniforms.viewMatrix * modelMatrix;
out.position = sharedUniforms.projectionMatrix * modelViewMatrix * position;
ushort colorID = vid / 4 % 6;
out.color = colorID == 0 ? float4(0.0, 1.0, 0.0, 1.0) // Right face
: colorID == 1 ? float4(1.0, 0.0, 0.0, 1.0) // Left face
: colorID == 2 ? float4(0.0, 0.0, 1.0, 1.0) // Top face
: colorID == 3 ? float4(1.0, 0.5, 0.0, 1.0) // Bottom face
: colorID == 4 ? float4(1.0, 1.0, 0.0, 1.0) // Back face
: float4(1.0, 1.0, 1.0, 1.0); // Front face
out.eyePosition = half3((modelViewMatrix * position).xyz);
float4 normal = modelMatrix * float4(in.normal.x, in.normal.y, in.normal.z, 0.0f);
out.normal = normalize(half3(normal.xyz));
return out;
}
fragment float4 anchorGeometryFragmentLighting(ColorInOut in [[stage_in]],
constant SharedUniforms &uniforms [[ buffer(3) ]]) {
float3 normal = float3(in.normal);
float3 directionalContribution = float3(0);
{
float nDotL = saturate(dot(normal, -uniforms.directionalLightDirection));
float3 diffuseTerm = uniforms.directionalLightColor * nDotL;
float3 halfwayVector = normalize(-uniforms.directionalLightDirection - float3(in.eyePosition));
float reflectionAngle = saturate(dot(normal, halfwayVector));
float specularIntensity = saturate(powr(reflectionAngle, uniforms.materialShininess));
float3 specularTerm = uniforms.directionalLightColor * specularIntensity;
directionalContribution = diffuseTerm + specularTerm;
}
float3 ambientContribution = uniforms.ambientLightColor;
float3 lightContributions = ambientContribution + directionalContribution;
float3 color = in.color.rgb * lightContributions;
return float4(color, in.color.w);
}
typedef struct {
float3 position [[attribute(0)]];
} DebugVertex;
vertex float4 vertexDebugPlane(DebugVertex in [[ stage_in]],
constant SharedUniforms &sharedUniforms [[ buffer(3) ]],
constant InstanceUniforms *instanceUniforms [[ buffer(2) ]],
ushort vid [[vertex_id]],
ushort iid [[instance_id]]) {
float4 position = float4(in.position, 1.0);
float4x4 modelMatrix = instanceUniforms[iid].modelMatrix;
float4x4 modelViewMatrix = sharedUniforms.viewMatrix * modelMatrix;
float4 outPosition = sharedUniforms.projectionMatrix * modelViewMatrix * position;
return outPosition;
}
fragment float4 fragmentDebugPlane() {
return float4(253.0/255.0, 108.0/255.0, 158.0/255.0, 1);
}