Per-pixel shading in the fragment shader instead of per-vertex in the vertex shader

This commit is contained in:
Eryn Wells 2018-11-20 20:14:43 -07:00
parent 4d61d05f4d
commit 59697dbb51
2 changed files with 13 additions and 19 deletions

View file

@ -16,25 +16,23 @@
using namespace metal; using namespace metal;
typedef struct typedef struct {
{
float3 position [[attribute(VertexAttributePosition)]]; float3 position [[attribute(VertexAttributePosition)]];
float3 normal [[attribute(VertexAttributeNormal)]]; float3 normal [[attribute(VertexAttributeNormal)]];
float2 texCoord [[attribute(VertexAttributeTexCoord)]]; float2 texCoord [[attribute(VertexAttributeTexCoord)]];
} Vertex; } Vertex;
typedef struct typedef struct {
{
float4 position [[position]]; float4 position [[position]];
float4 eyeCoords;
float3 normal; float3 normal;
float4 color;
float2 texCoord; float2 texCoord;
} ColorInOut; } ColorInOut;
#pragma mark - Geometry Shaders #pragma mark - Geometry Shaders
vertex ColorInOut vertexShader(Vertex in [[stage_in]], vertex ColorInOut vertexShader(Vertex in [[stage_in]],
constant float3 *faceNormals [[buffer(BufferIndexFaceNormals)]], constant packed_float3 *faceNormals [[buffer(BufferIndexFaceNormals)]],
constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]], constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]],
uint vid [[vertex_id]]) uint vid [[vertex_id]])
{ {
@ -42,25 +40,23 @@ vertex ColorInOut vertexShader(Vertex in [[stage_in]],
float4 vertexCoords = float4(in.position, 1.0); float4 vertexCoords = float4(in.position, 1.0);
float4 eyeCoords = uniforms.modelViewMatrix * vertexCoords; float4 eyeCoords = uniforms.modelViewMatrix * vertexCoords;
out.position = uniforms.projectionMatrix * eyeCoords; out.position = uniforms.projectionMatrix * eyeCoords;
out.eyeCoords = eyeCoords;
float3 normal = normalize(uniforms.normalMatrix * in.normal); out.normal = in.normal;
out.normal = normal;
float3 lightDirection = -eyeCoords.xyz;
float lightDotNormal = dot(normal, lightDirection);
out.color = float4(abs(lightDotNormal) * float3(0.2), 1.0);
out.texCoord = in.texCoord; out.texCoord = in.texCoord;
return out; return out;
} }
fragment float4 fragmentShader(ColorInOut in [[stage_in]], fragment float4 fragmentShader(ColorInOut in [[stage_in]],
constant Uniforms & uniforms [[ buffer(BufferIndexUniforms) ]], constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]])
texture2d<half> colorMap [[ texture(TextureIndexColor) ]])
{ {
return in.color; float3 normal = normalize(uniforms.normalMatrix * in.normal);
float3 lightDirection = -in.eyeCoords.xyz;
float lightDotNormal = dot(normal, lightDirection);
float4 color(abs(lightDotNormal) * float3(0.2), 1.0);
return color;
} }
#pragma mark - Normal Shaders #pragma mark - Normal Shaders

View file

@ -134,8 +134,6 @@ class Terrain: NSObject {
faceMidpointsBuffer = faceMidpointsBuf faceMidpointsBuffer = faceMidpointsBuf
super.init() super.init()
populateInitialFaceNormals()
} }
func generate(completion: @escaping () -> Void) -> Progress { func generate(completion: @escaping () -> Void) -> Progress {