Pass through uniforms for normals, which means different colors for vertex and face normals!
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d3298f11a7
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3 changed files with 68 additions and 14 deletions
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@ -34,7 +34,9 @@ typedef NS_ENUM(NSInteger, BufferIndex) {
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typedef NS_ENUM(NSInteger, NormalBufferIndex) {
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NormalBufferIndexPoints = 0,
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NormalBufferIndexNormals = 1,
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NormalBufferIndexUniforms = 2,
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NormalBufferIndexGeometryUniforms = 2,
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NormalBufferIndexNormalUniforms = 3,
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NormalBufferIndexType = 4,
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};
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typedef NS_ENUM(NSInteger, VertexAttribute)
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@ -86,7 +88,7 @@ struct Material {
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float specularExponent;
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};
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typedef struct {
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struct Uniforms {
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matrix_float4x4 projectionMatrix;
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matrix_float4x4 modelViewMatrix;
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matrix_float3x3 normalMatrix;
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@ -97,7 +99,22 @@ typedef struct {
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simd_packed_float2 terrainDimensions;
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simd_packed_uint2 terrainSegments;
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#endif
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} Uniforms;
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};
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typedef NS_ENUM(NSInteger, NormalType) {
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NormalTypeVertex = 1,
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NormalTypeFace = 2,
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};
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struct NormalUniforms {
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#ifdef __METAL_VERSION__
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simd::float3 vertexNormalColor;
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simd::float3 faceNormalColor;
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#else
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simd_float3 vertexNormalColor;
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simd_float3 faceNormalColor;
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#endif
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};
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#endif /* ShaderTypes_h */
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@ -94,22 +94,39 @@ fragment float4 fragmentShader(ColorInOut in [[stage_in]],
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#pragma mark - Normal Shaders
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vertex float4 normalVertexShader(constant packed_float3 *positions [[buffer(NormalBufferIndexPoints)]],
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constant packed_float3 *normals [[buffer(NormalBufferIndexNormals)]],
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constant Uniforms &uniforms [[buffer(NormalBufferIndexUniforms)]],
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uint instID [[instance_id]],
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uint vertID [[vertex_id]])
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struct NormalInOut {
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float4 position [[position]];
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float3 color;
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};
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vertex NormalInOut normalVertexShader(constant packed_float3 *positions [[buffer(NormalBufferIndexPoints)]],
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constant packed_float3 *normals [[buffer(NormalBufferIndexNormals)]],
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constant Uniforms &uniforms [[buffer(NormalBufferIndexGeometryUniforms)]],
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constant NormalUniforms &normalUniforms [[buffer(NormalBufferIndexNormalUniforms)]],
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constant NormalType &type [[buffer(NormalBufferIndexType)]],
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uint instID [[instance_id]],
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uint vertID [[vertex_id]])
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{
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NormalInOut out;
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float3 v = positions[instID];
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if ( vertID == 1 )
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{
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v += 0.25 * normals[instID];
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}
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float4 out = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(v, 1);
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out.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(v, 1);
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if (type == NormalTypeFace) {
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out.color = normalUniforms.faceNormalColor;
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} else {
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out.color = normalUniforms.vertexNormalColor;
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}
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return out;
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}
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fragment half4 normalFragmentShader()
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fragment float4 normalFragmentShader(NormalInOut in [[stage_in]],
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constant Uniforms &uniforms [[buffer(NormalBufferIndexGeometryUniforms)]],
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constant NormalUniforms &normalUniforms [[buffer(NormalBufferIndexNormalUniforms)]])
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{
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return half4(0, 1, 0, 1);
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return float4(in.color, 1.0);
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}
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